Files
Super-Robo-Squad/Assets/Scripts/GMScript.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GMScript : MonoBehaviour
{
public GameObject[] PartyMembers;
public Sprite[] OrderSprites;
public GameObject EnemyRobot;
public GameObject Hit;
public GameObject EnemyHit;
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private bool noRepeat = true;
private static int partySize = 4;
private string[] PartyMemberOrder = new string[partySize];
private int[] OrderNumbers = new int[partySize];
private int[] PartyColours = new int[partySize];
enum Colours {
Red, Yellow, Blue, Grey,
Orange, Green, Purple,
Black, White,
Pink, Brown, Lime
}
Colours robotColour;
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// Start is called before the first frame update
void Start()
{
robotColour = Colours.Red;
PartyColours[0] = Random.Range(0, 12);
PartyColours[1] = Random.Range(0, 12);
PartyColours[2] = Random.Range(0, 12);
PartyColours[3] = Random.Range(0, 12);
for(int i = 0; i < partySize; i++)
{
//SETTING AND OUTPUT OF ROBOT COLOUR
PartyMembers[i].transform.GetComponent<SpriteRenderer>().color =
SetColour(PartyColours[i]);
//print(robotColour);
}
EnemyRobot.transform.GetComponent<SpriteRenderer>().color =
SetColour(Random.Range(0, 12));
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}
// Update is called once per frame
void Update()
{
noRepeat = true;
if (Input.GetMouseButtonDown(0))
{
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y);
RaycastHit2D hit = Physics2D.Raycast(mousePos2D, Vector2.zero);
if (hit.collider != null) {
if(hit.collider.gameObject.tag == "Party")
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{
CheckParty(hit.collider.gameObject);
if(noRepeat)
{
AddMember(hit.collider.gameObject);
} else {
RemoveMember(hit.collider.gameObject);
}
OutputParty();
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}
if(hit.collider.gameObject.tag == "Attack")
{
StartCoroutine(AttackParty(robotColour));
}
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}
}
}
void CheckParty(GameObject member)
{
for(int i = 0; i < partySize; i++)
{
if(PartyMemberOrder[i] == member.name)
{
noRepeat = false;
}
}
}
void AddMember(GameObject member)
{
for(int i = 0; i < partySize; i++)
{
if(PartyMemberOrder[i] == null)
{
PartyMemberOrder[i] = member.name;
string[] nameParse = PartyMemberOrder[i].Split(' ');
int partyNumber = int.Parse(nameParse[2]);
OrderNumbers[i] = partyNumber;
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i = partySize;
}
}
}
void RemoveMember(GameObject member)
{
for(int i = 0; i < partySize; i++)
{
if(PartyMemberOrder[i] == member.name)
{
for(int j = i; j < partySize; j++)
{
if(j < partySize-1){
PartyMemberOrder[j] = PartyMemberOrder[j+1];
OrderNumbers[j] = OrderNumbers[j+1];
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} else {
PartyMemberOrder[j] = null;
OrderNumbers[j] = 0;
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}
}
i = partySize;
}
}
}
void OutputParty(){
//RESET ORDER DISPLAY
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for(int i = 0; i < partySize; i++)
{
PartyMembers[i].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = null;
//FOR DEBUGGING
if(OrderNumbers[i] != 0)
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{
//print(OrderNumbers[i]);
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}
}
for(int i = 0; i < partySize; i++)
{
for(int j = 1; j <= partySize; j++)
{
//DISPLAYS ORDER ABOVE IF NUMBER IS PRESENT (1-4)
//ADD OUTPUT FOR DEBUGGING IF NECESSARY
if(OrderNumbers[i] == j)
{
PartyMembers[OrderNumbers[i]-1].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = OrderSprites[i];
}
}
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}
}
IEnumerator AttackParty(Colours robotColour)
{
// RUNS ATTACK ANIMATION BASED ON PARTY ORDER
for(int i = 0; i < partySize; i++)
{
if(OrderNumbers[i] != 0)
{
PartyMembers[OrderNumbers[i]-1].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = null;
Animator attack = PartyMembers[OrderNumbers[i]-1].transform.GetComponent<Animator>();
attack.SetTrigger("AttackTrigger");
yield return new WaitForSeconds(
attack.GetCurrentAnimatorStateInfo(0).length
+attack.GetCurrentAnimatorStateInfo(0).normalizedTime);
Hit.transform.GetComponent<SpriteRenderer>().color =
PartyMembers[OrderNumbers[i]-1].transform.GetComponent<SpriteRenderer>().color;
attack.SetTrigger("AttackTrigger");
Hit.SetActive(true);
Animator hit = Hit.transform.GetComponent<Animator>();
hit.SetTrigger("HitTrigger");
yield return new WaitForSeconds(
hit.GetCurrentAnimatorStateInfo(0).length
+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
Hit.SetActive(false);
hit.SetTrigger("HitTrigger");
//SETTING AND OUTPUT OF ROBOT COLOUR
robotColour = (Colours)PartyColours[OrderNumbers[i]-1];
//print(robotColour);
}
// CLEAN UP IN CASE ANYTHING IS MISSED
OrderNumbers[i] = 0;
PartyMemberOrder[i] = null;
}
// CLEAN UP IN CASE ANYTHING IS MISSED
for(int i = 0; i < partySize; i++)
{
PartyMembers[i].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite = null;
}
StartCoroutine(AttackEnemy());
}
IEnumerator AttackEnemy()
{
// RUNS ATTACK ANIMATION OF ENEMY
Animator enemyAttack = EnemyRobot.transform.GetComponent<Animator>();
enemyAttack.SetTrigger("AttackTrigger");
yield return new WaitForSeconds(
enemyAttack.GetCurrentAnimatorStateInfo(0).length
+enemyAttack.GetCurrentAnimatorStateInfo(0).normalizedTime);
EnemyHit.transform.GetComponent<SpriteRenderer>().color =
EnemyRobot.transform.GetComponent<SpriteRenderer>().color;
enemyAttack.SetTrigger("AttackTrigger");
EnemyHit.SetActive(true);
Animator hit = EnemyHit.transform.GetComponent<Animator>();
hit.SetTrigger("HitTrigger");
yield return new WaitForSeconds(
hit.GetCurrentAnimatorStateInfo(0).length
+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
EnemyHit.SetActive(false);
hit.SetTrigger("HitTrigger");
//OUTPUT OF ENEMY ATTACK
}
Color SetColour(int robotColour)
{
Color colourValue = new Color(1, 1, 1, 1);
switch((Colours)robotColour)
{
case Colours.Red:
colourValue
= new Color(1, 0, 0, 1);
break;
case Colours.Yellow:
colourValue
= new Color(1, 1, 0, 1);
break;
case Colours.Blue:
colourValue
= new Color(0, 0, 1, 1);
break;
case Colours.Grey:
colourValue
= new Color(0.5f, 0.5f, 0.5f, 1);
break;
case Colours.Orange:
colourValue
= new Color(1, 0.5f, 0, 1);
break;
case Colours.Green:
colourValue
= new Color(0, 1, 0, 1);
break;
case Colours.Purple:
colourValue
= new Color(0.5f, 0, 1, 1);
break;
case Colours.Black:
colourValue
= new Color(0, 0, 0, 1);
break;
case Colours.White:
colourValue
= new Color(1, 1, 1, 1);
break;
case Colours.Pink:
colourValue
= new Color(1, 0, 0.5f, 1);
break;
case Colours.Brown:
colourValue
= new Color(0.4f, 0.2f, 0, 1);
break;
case Colours.Lime:
colourValue
= new Color(0.2f, 1, 0.2f, 1);
break;
default:
colourValue
= new Color(1, 1, 1, 1);
break;
}
return colourValue;
}
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}