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Question by paul3355 · Apr 21, 2014 at 10:50 AM · distancetargetingdistance checkscripteditor

How do i change this script to chase the closest target?

I've been having a lot of trouble on this, this script is on an enemy prefab in my multiplayer game i'm making. I didn't make the script so i'm having some trouble, would anyone be kind enough to edit this to chase the closest target(player)? Thanks, i would really appreciate it :D

 var target : Transform; //the enemy's target
 var moveSpeed = 3; //move speed
 var rotationSpeed = 3; //speed of turning
 var attackRange = 3; // distance within which to attack
 var chaseRange = 10; // distance within which to start chasing
 var giveUpRange = 20; // distance beyond which AI gives up
 var attackRepeatTime : float = 1.5; // delay between attacks when within range
 var anim : GameObject;
 var maximumHitPoints = 5.0;
 var hitPoints = 5.0;
 var attack : AudioClip;
 private var chasing = false;
 private var attackTime : float;
 var checkRay : boolean = false;
 var idleAnim : String = "idle";
 var walkAnim : String = "walk";
 var attackAnim : String = "attack"; 
 var dontComeCloserRange : int = 4;
 
 private var myTransform : Transform; //current transform data of this enemy
 
 function Awake(){
     myTransform = transform; //cache transform data for easy access/preformance
     anim.animation.wrapMode = WrapMode.Loop;
     anim.animation[attackAnim].wrapMode = WrapMode.Once;
     anim.animation[attackAnim].layer = 2;
     anim.animation.Stop();
 }
 
 function Start(){
     target = GameObject.FindWithTag("Player").transform;
 }
 
 function Update () {
     target = GameObject.FindWithTag("Player").transform;
     // check distance to target every frame:
     var distance = (target.position - myTransform.position).magnitude;
     
     if (distance < dontComeCloserRange){
             moveSpeed = 0;
             
             anim.animation[idleAnim].speed = .4;
             anim.animation.CrossFade(idleAnim);
         }else{
             moveSpeed = Random.Range(4, 6);
             anim.animation.CrossFade(walkAnim);
         }
     
     if (chasing) {    
         //move towards the player
         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
         
 
         //rotate to look at the player
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
         transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); 
 
         // give up, if too far away from target:
         if (distance > giveUpRange) {
             chasing = false;
         }
 
         // attack, if close enough, and if time is OK:
         if (distance < attackRange && Time.time > attackTime) {
             anim.animation[attackAnim].speed = 2.0;
             anim.animation.CrossFade(attackAnim);
             target.SendMessage( "PlayerDamage", maximumHitPoints);
             attackTime = Time.time + attackRepeatTime;
             audio.PlayOneShot(attack, 1.0 / audio.volume);
         }
 
     } else {
         // not currently chasing.
         anim.animation[idleAnim].speed = .4;
         anim.animation.CrossFade(idleAnim);
         // start chasing if target comes close enough
         if (distance < chaseRange) {
             chasing = true;
         }
     }
 }
 
 
 function OnDrawGizmosSelected (){
     Gizmos.color = Color.yellow;
     Gizmos.DrawWireSphere (transform.position, attackRange);
     Gizmos.color = Color.red;
     Gizmos.DrawWireSphere (transform.position, chaseRange);
 }
 
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Answer by HarshadK · Apr 21, 2014 at 11:48 AM

See the FindClosestEnemy() function on this page from Unity documentation about GameObject.FindGameObjectsWithTag

I'm putting the same code here also for your reference:

 using UnityEngine;
 using System.Collections;
 
 public class Example : MonoBehaviour {
     GameObject FindClosestEnemy() {
         GameObject[] gos;
         gos = GameObject.FindGameObjectsWithTag("Enemy");
         GameObject closest;
         float distance = Mathf.Infinity;
         Vector3 position = transform.position;
         foreach (GameObject go in gos) {
             Vector3 diff = go.transform.position - position;
             float curDistance = diff.sqrMagnitude;
             if (curDistance < distance) {
                 closest = go;
                 distance = curDistance;
             }
         }
         return closest;
     }
     void Example() {
         print(FindClosestEnemy().name);
     }
 }

Use the above code to understand the working and implement it in your code. Rather than giving you the fish, I am teaching you how to fish. ;-)

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avatar image paul3355 · Apr 21, 2014 at 12:27 PM 0
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Thank you for trying to help me. But i'm not much of a coder, i managed to get most of what i wanted in my multiplayer game from other sites and such. Everything is working except for my code i posted. I appreciate that you took the time to try but i cant write coding. Thanks for the help :)

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