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Mar 29th, 2015
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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3.  
  4. public class Tower : MonoBehaviour {
  5.  
  6. // Public variables
  7. public GameObject ammoPrefab;
  8. public float reloadTime = 1f;
  9. List<GameObject> targetedEnemies;
  10.  
  11. // Private variables
  12. private Transform projectileTarget;
  13. private GameObject projectile;
  14. private float nextFireTime;
  15. private float nextAnimTime;
  16.  
  17. void Update() {
  18. if (projectileTarget) {
  19. foreach (GameObject target in targetedEnemies){
  20. Debug.Log("We have target");
  21. if(Time.time >= nextFireTime){
  22. Debug.Log("nextFireTime has passed");
  23. Debug.Log ("Shoot");
  24. nextFireTime = Time.time + reloadTime;
  25. projectile = (GameObject)Instantiate (ammoPrefab, transform.position, ammoPrefab.transform.rotation);
  26. projectile.GetComponent<Projectile> ().target = target.gameObject;
  27. }
  28. Health health = target.GetComponent<Health>();
  29. if(health.currentHealth <= 0){
  30. targetedEnemies.Remove (target.gameObject);
  31. }
  32. }
  33. }
  34.  
  35. }
  36.  
  37. void OnTriggerEnter(Collider co) {
  38. // Was it a Monster? Add to list
  39. if(co.gameObject.tag == "Enemy")
  40. {
  41. Debug.Log("Enemy tag detected");
  42. nextFireTime = (float)(Time.time+(reloadTime*0.5));
  43. targetedEnemies.Add(co.gameObject);
  44. }
  45.  
  46. }
  47.  
  48. void OnTriggerExit(Collider co) {
  49. if(co.gameObject.tag == "Enemy")
  50. {
  51. targetedEnemies.Remove (co.gameObject);
  52. }
  53. }
  54. }
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