public Queue enemyQue
GameObject take_aim
float second
// Use this for initialization
void Start () {
enemyQue = new Queue()
}
// Update is called once per frame
void Update () {
second += Time
.deltaTime
if (enemyQue
.Count !=
0)
{
take_aim = enemyQue
.Peek() as GameObject
//transform
.LookAt(take_aim
.transform.position, Vector3
.up)
transform
.forward = take_aim
.transform.position - transform
.position
if (second > CreateTime)
{
take_aim
.GetComponent<Move_enemy>()
.Hp -= Attack
second -= CreateTime
}
if (take_aim
.GetComponent<Move_enemy>()
.Hp <=
0)
{
Destroy(take_aim)
enemyQue
.Dequeue()
}
}
}
void OnTriggerEnter(Collider enemy)
{
if (enemy
.tag ==
"Enemy")
{
enemyQue
.Enqueue(enemy
.gameObject)
//Debug
.Log(enemyQue
.Count +
"入队")
}
}
void OnTriggerExit(Collider enemy)
{
if (enemyQue
.Count !=
0)
{
enemyQue
.Dequeue()
//Debug
.Log(enemyQue
.Count +
"结束")
}
}