using UnityEngine; public class Enemy : Entity { public int turnSpeed; public int minimumAttackRange; private PlayerEntity closestPlayer; void Start() { turnSpeed = Random.Range(0, 100); } public void StartTurn() { //attack the nearest player? TurnHandler.instance.UpdateTurns(); closestPlayer = FindClosestPlayer(); } private PlayerEntity FindClosestPlayer() { PlayerEntity currentClosestPlayer = null; foreach (PlayerEntity player in TurnHandler.instance.playerEntities) { if (!currentClosestPlayer || Vector3.Distance(player.transform.position, transform.position) < Vector3.Distance(currentClosestPlayer.transform.position, transform.position)) { currentClosestPlayer = player; } } return currentClosestPlayer; } }