Hello and thanks for helping. I am making an RTS in which the players units are selected and then I select enemy units for them to destory. The enemy units get placed in an array called updateEnemyList. Each player unit has a function called Attack() which then sorts the list to put the closest enemy in updateEnemyList[0], and then attacks the first GameObject in the Listarray (which is the closest one).
I am running into an issue where one the first enemy in the ListArray is killed, I cannot have the player unit find the next enemy in the list. The enemy is killed through a Destroy(gameObject) script attached as a component to the enemy. I have attempted the following method to get the next closest enemy, though it does not work. Units simply go idle once the first enemy is killed.
// Update is called once per frame
void Update ()
{
if (updateEnemyList.Count > 0 && updateEnemyList [0] == null)
Attack (updateEnemyList);
}
Does anyone have a better way to determine if updateEnemyList [0] has been destroyed by other scripts?
Thanks.
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