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private enum State { Idle, Moving, Attacking } private State currentState = State.Idle;
// Attack Logic GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyTag); foreach (GameObject enemy in enemies) { float distance = Vector3.Distance(transform.position, enemy.transform.position); if (distance <= attackRange) { // Basic Attack Debug.Log("Attacking Enemy"); // Implement attack logic here (e.g., reduce enemy health) } } } } For a more complex script that includes basic AI (e.g., for an enemy hero), you might consider adding states (e.g., Idle, Moving, Attacking). Heroes Battlegrounds Script
// Move transform.position += movement * moveSpeed * Time.deltaTime; private enum State { Idle, Moving, Attacking }
public class HeroController : MonoBehaviour { public float moveSpeed = 5f; public float attackRange = 5f; private string enemyTag = "Enemy"; private enum State { Idle
void Update() { float distanceToPlayer = Vector3.Distance(transform.position, player.position);
using System.Collections; using System.Collections.Generic; using UnityEngine;