using UnityEngine; public class Enemy : Entity { public int turnSpeed; public int minimumAttackRange; private PlayerEntity closestPlayer; void Start() { turnSpeed = Random.Range(0, 100); } [ContextMenu("ForceTurn")] public void StartTurn() { TurnHandler.instance.UpdateTurns(); closestPlayer = FindClosestPlayer(); Debug.Log(closestPlayer); EnemyMovement.instance.PathfindToTarget(closestPlayer.currentTile.neighbors[Random.Range(0, closestPlayer.currentTile.neighbors.Count)], this); } 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; } }