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C# Enemy list for player to attack 2D
Hello, the game is 2d topdown horizontal and vertical movement, just to get an idea. My PlayerAttack.cs script now works to target only one enemy at a time, and you can't change target. So it's predetermined from the get-go, and then automatically assigns me a new enemy, which is the only one I can hit. Obviously, I want to be able to move around attacking whomever I want. Relevant code:
private GameObject target
[...]
private void MeleeAttack(){
target = GameObject.FindGameObjectWithTag("Enemy");
float distance = Vector3.Distance(target.transform.position, transform.position);
if(distance <1.5f){
EnemyHealth eh = (EnemyHealth)target.GetComponent("EnemyHealth");
eh.curhp -= 10;
Debug.Log ("You whacked an enemy for 10hp");
}
}
I'm thinking I have to implement a list, using "FindGameObjectsWithTag("Enemy");" with a GameObject[] or something. But, I have issues figuring out the syntax semantics. Any help would be greatly appreciated, thanks!
Answer by Stealthygolem · Oct 14, 2014 at 12:34 AM
Under the course of the day, I found a solution that worked for me. The code was adjusted quite a bit, but I am going to post my entire PlayerAttack.cs script so other people can find an answer later, if they stumble upon something similar to what I did, personally.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class PlayerAttack3 : MonoBehaviour {
private float attackTimer;
private float cd;
private Animator m_Animator;
public bool isAttacking = false;
GameObject FindClosestEnemy() {
GameObject[] gos;
gos = GameObject.FindGameObjectsWithTag("Enemy");
GameObject closest = null;
float distance = Mathf.Infinity;
Vector3 position = transform.position;
foreach (GameObject enemy in gos) {
Vector3 diff = enemy.transform.position - position;
float curDistance = diff.sqrMagnitude;
if (curDistance < distance) {
closest = enemy;
distance = curDistance;
}
}
return closest;
}
void Example() {
print (FindClosestEnemy().name);
}
void Start() {
attackTimer = 2;
cd = 0.5f;
m_Animator = GetComponent<Animator>();
}
void LateUpdate() {
m_Animator.SetBool("IsAttacking", isAttacking);
if(attackTimer > 0) {
attackTimer -= Time.deltaTime;
}
if(attackTimer < 0) {
attackTimer = 0;
}
GameObject target = FindClosestEnemy();
if(Input.GetButtonDown("Fire1")){
if(attackTimer == 0) {
isAttacking = true;
attackTimer = cd;
EnemyHealth2 eh = (EnemyHealth2)target.GetComponent("EnemyHealth2");
eh.curhp -= 10;
Debug.Log ("You whacked enemy for 10hp");
if(eh.curhp <= 0) {
Destroy (eh.gameObject);
}
}
}
else {
isAttacking = false;
}
}
}
I hope it can be of help to anyone in the future. Keep on coding!