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Question by Sansgamer120 · Dec 15, 2020 at 03:53 PM · prefabstags

how to make variable refer to a tag

i am making a fps with multiple characters. i want the enemies to attack all players with the tag "Player". How would i do this. i want to replace SC_Damage Reciever variable "Player" with "Player" tag so the enemy attacks all players with the tag. using UnityEngine; using UnityEngine.SceneManagement;

 public class SC_EnemySpawner : MonoBehaviour
 {
     public GameObject enemyPrefab;
     public SC_DamageReceiver Player;
  
     public Texture crosshairTexture;
     public float spawnInterval = 2; //Spawn new enemy each n seconds
     public int enemiesPerWave = 5; //How many enemies per wave
     public Transform[] spawnPoints;
 
     float nextSpawnTime = 0;
     int waveNumber = 1;
     bool waitingForWave = true;
     float newWaveTimer = 0;
     int enemiesToEliminate;
     //How many enemies we already eliminated in the current wave
     int enemiesEliminated = 0;
     int totalEnemiesSpawned = 0;
 
     // Start is called before the first frame update
     void Start()
     {
        
 
         //Wait 10 seconds for new wave to start
         newWaveTimer = 2;
         waitingForWave = true;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (waitingForWave)
         {
             if (newWaveTimer >= 0)
             {
                 newWaveTimer -= Time.deltaTime;
             }
             else
             {
                 //Initialize new wave
                 enemiesToEliminate = waveNumber * enemiesPerWave;
                 enemiesEliminated = 0;
                 totalEnemiesSpawned = 0;
                 waitingForWave = false;
             }
         }
         else
         {
             if (Time.time > nextSpawnTime)
             {
                 nextSpawnTime = Time.time + spawnInterval;
 
                 //Spawn enemy 
                 if (totalEnemiesSpawned < enemiesToEliminate)
                 {
                     Transform randomPoint = spawnPoints[Random.Range(0, spawnPoints.Length - 1)];
 
                     GameObject enemy = Instantiate(enemyPrefab, randomPoint.position, Quaternion.identity);
                     SC_NPCEnemy npc = enemy.GetComponent<SC_NPCEnemy>();
                     npc.playerTransform = Player.transform;
                     npc.es = this;
                     totalEnemiesSpawned++;
                 }
             }
         }
 
         if (Player.playerHP <= 0)
         {
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 Scene scene = SceneManager.GetActiveScene();
                 SceneManager.LoadScene(scene.name);
             }
         }
     }
 
     void OnGUI()
     {
         GUI.Box(new Rect(10, Screen.height - 35, 100, 25), ((int)Player.playerHP).ToString() + " HP");
 
 
         if (Player.playerHP <= 0)
         {
             GUI.Box(new Rect(Screen.width / 2 - 75, Screen.height / 2 - 20, 150, 40), "Game Over\nPress 'Space' to Restart");
         }
         else
         {
             GUI.DrawTexture(new Rect(Screen.width / 2 - 3, Screen.height / 2 - 3, 6, 6), crosshairTexture);
         }
 
         GUI.Box(new Rect(Screen.width / 2 - 50, 10, 100, 25), (enemiesToEliminate - enemiesEliminated).ToString());
 
         if (waitingForWave)
         {
             GUI.Box(new Rect(Screen.width / 2 - 125, Screen.height / 4 - 12, 250, 25), "Waiting for Wave " + waveNumber.ToString() + ". " + ((int)newWaveTimer).ToString() + " seconds left...");
         }
     }
 
     private void NewMethod()
     {
         GUI.Box(new Rect(Screen.width / 2 - 35, Screen.height - 35, 70, 25), Player.weaponManager.selectedWeapon.bulletsPerMagazine.ToString());
     }
 
     public void EnemyEliminated(SC_NPCEnemy enemy)
     {
         enemiesEliminated++;
 
         if (enemiesToEliminate - enemiesEliminated <= 0)
         {
             //Start next wave
             newWaveTimer = 2;
             waitingForWave = true;
             waveNumber++;
         }
     }
 }


thanks :)

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Answer by CmdrZin · Dec 15, 2020 at 06:29 PM

Use one of these from the GameObject class.

 FindGameObjectsWithTag    Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found.
 FindWithTag    Returns one active GameObject tagged tag. Returns null if no GameObject was found.
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