float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
if (nearestEnemy != null && shortestDistance <= range && transform.position.z == nearestEnemy.transform.position.z) { target = nearestEnemy.transform; inRange = true; } else { target = null; inRange = false; }
Math.Abs(transform.position.z - nearestEnemy.transform.position.z) < MaximumDifference
MaximumDifference
var
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