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Question by Vadol · Jun 24, 2017 at 04:06 PM · arraylistarrayslistsclosest

Find the closest Enemy that has a tag added in a list?

I've tried to make a fighting game between 4 teams, I completed everything but there is more complicated issue

when I start the match the AI didn't attack the closest enemy

it fixed when I use (FindGameObjectsWithTag("tag")), but he dosen't when I use (FindGameObjectsWithTag(tag))

Because I don't want to use (" ") i want it to find the closest Enemy with any tag added to the list

Example: the list has 3 tags (Team1,Team2,Team3) the fighter from Team1 fighting a fighter from Team2, now the Team2 fighter escaped and gone far away, and there is more closer enemy has Team3 tag, how can I make the Team1 fighter to stop chasing Team2 fighter who escaped, and start chasing the closer enemy Team3?

I used this code but he didn't work

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class script: MonoBehaviour {
 
     public List<string> tags;
     public GameObject TargetedEnemy;
 
     void Start () {
         
 
     }
     void Update () {
 
         foreach (var thetag in tags) {
 
 
             GameObject[] gos;
             gos = GameObject.FindGameObjectsWithTag (thetag);
             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;
                     closest = TargetedEnemy;
 
                 }
             }
         }
     }
 }
 
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Answer by KenjiKyo · Jul 14, 2017 at 04:11 AM

Move GameObject closest; out of your for loop, you reinitialize it on each pass.

Also, I think you meant to write TargetedEnemy = closest; instead to update your variable available for the Editor.

I would also move the TargetedEnemy = closest; statement after the for loop so it actually only gets updated once with the closest found target after all possibilities have been processed in the loop.

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