using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Invector.vCharacterController.AI { [vClassHeader("AI COMPANION CONTROL")] public class vAICompanionControl : vMonoBehaviour { public List aICompanions; public KeyCode followInput = KeyCode.F; void Update() { if (Input.GetKeyDown(followInput)) { for (int i = 0; i < aICompanions.Count; i++) { aICompanions[i].forceFollow = !aICompanions[i].forceFollow; } } } public void ReceiveDamage(vDamage damage) { if (damage.sender) { for (int i = 0; i < aICompanions.Count; i++) { if (aICompanions[i].controlAI && aICompanions[i].controlAI.currentTarget.transform == null) { aICompanions[i].controlAI.SetCurrentTarget(damage.sender, true); } } } } } }