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Question by CDVoss · Jan 24, 2020 at 06:58 PM · gameobjectcolliderlistraycastingoverlapsphere

Finding next nearest enemy, in line of sight

Hello all

Im trying to figure out how to make my Enemy AI find the next nearest target, in his line of sight. Right now - He does aqquire a target, but he doesnt switch to the next nearest targets, when the "player / ai" is behind a wall. The script look like this:

///Script

public GameObject FindClosestEnemy() {

     GameObject[] Enemies;
     Enemies = GameObject.FindGameObjectsWithTag("Target_Tag");
     GameObject closest = null;
     float distance = Mathf.Infinity;
     Vector3 position = transform.position;



     Collider[] hitColliders = Physics.OverlapSphere(myTransform.position, Min_Distance, 1 << 20);
     int i = 0;
     if (i < hitColliders.Length)
     {




   

         foreach (GameObject Enemy in Enemies)
         {

             Vector3 ShootDirection = Enemy.transform.position - Muzzle_Point.transform.position;

             RaycastHit Hit;
             
             
          

             if (Physics.Raycast(Muzzle_Point.transform.position, ShootDirection, out Hit, squareRange, 1 << 20))
             {
                 

                 Vector3 diff = Enemy.transform.position - position;
                 float curDistance = diff.sqrMagnitude;
                 if (curDistance < distance)
                 {
                     closest = Enemy;
                     distance = curDistance;

                 }

             }
             else
             {
                 closest = null;
                 return null;
             }

         }

     }

     return closest;

 }




The problem as i see it, is the "Else" part. I think i need to add the Targets to a list, that you can switch from, but i dont know how to implement it. So far ive tried around 8 hours to get over this problem. Any help in form of code would be appriciated!

Best regards!

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