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This question was closed Oct 20, 2018 at 07:20 PM by Anon127 for the following reason:

Question is off-topic or not relevant

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Question by Anon127 · Oct 19, 2018 at 05:40 AM · c#unity 5unityeditorenemyenemy ai

Script attached to An enemy but dosent work right if there are multiple enemies.

The main problem is that if there are multiple turrent AIs in game only one of them will shoot the projecile at the player and other ones will not and I am wondering how to fix it. public GameObject projectile; private bool inRange = false; private Vector3 projectileSpawn; private Quaternion rotation; public float fireRate = 1F; private float nextShot = 0.0F; public static Transform target;

 // Update is called once per frame
 private void Update()
 {
     projectileSpawn = this.transform.parent.GetChild(0).position;
     rotation = this.transform.parent.GetChild(0).rotation;
     ShootProjectile();
 }

 private void OnTriggerStay(Collider collision)
 {
     if (collision.tag == "Human")
     {
         targeter = GameObject.Find("Human-1").transform;
         GameObject.Find("ProjectileSpawn").GetComponent<TurretEnemy>().SetInRange(true); 
         //SetInRange(true);
         Debug.Log("In range of enemy turret");
     }
     else if (collision.tag == "Human2")
     {
         targeter = GameObject.Find("Human-2").transform;
         GameObject.Find("ProjectileSpawn").GetComponent<TurretEnemy>().SetInRange(true);
         //SetInRange(true);
         Debug.Log("In range of enemy turret");
     }
 } 

 private void OnTriggerExit(Collider collision)
   {
       if (collision.tag == "Human2" || collision.tag == "Human")
       {
         GameObject.Find("ProjectileSpawn").GetComponent<TurretAI>().SetInRange(false);
        // SetInRange(false);
         target = null;
         Debug.Log("Out of range of enemy turret");
   }
 } // Resets the value of TurretAI.inRange to false when the astral goes out of range (leaves box collider)

 private void ShootProjectile()
 {
     if (inRange && Time.time > nextShot) // Provided the target is close enough and a set time has past since the last shot, shoot at target
     {
         nextShot = Time.time + fireRate; // Causes a time delay between each projectile being fired
         Instantiate(projectile, projectileSpawn, rotation);
         Debug.Log("Shots Fired!");
     }
 }

 private void SetInRange(bool incomingValue) 
 {
     inRange = incomingValue;
 }

}

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Answer by y0kkaboom · Oct 19, 2018 at 09:10 AM

@Anon127 I guess my question is a bit stupid but Did you try to attach your script to every enemy? <3

Or did you try to make a public object an assign each enemy on it's own script? Then if it works you know that you have a selection problem I guess?

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avatar image Anon127 · Oct 19, 2018 at 09:36 PM 0
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@y0kkaboom it is attached to every enemy

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Answer by Anon127 · Oct 19, 2018 at 11:26 PM

so how could I have multiple enemies shoot without only one shooting, because only one of them will shoot when the player is in range and the others wont shoot but if the player is in range of any enemy only one specific enemy turrent shoots the projectile.

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