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Super-Robo-Squad/Assets/Scripts/GMScript.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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public class GMScript : MonoBehaviour
{
public GameObject[] PartyMembers;
public Sprite[] OrderSprites;
public GameObject Hit;
public GameObject EnemyHit;
public GameObject Sheild;
public Text EnemyDamageText;
public Text PartyDamageText;
public Text EnemyHealthText;
public Text PartyHealthText;
public GameObject[] EnemyParts;
public Sprite[] EnemyHead;
public Sprite[] EnemyAntenna;
public Sprite[] EnemyBody;
public Sprite[] EnemyArm;
public Sprite[] EnemyChest;
public Sprite[] EnemyWeakness;
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private bool noRepeat = true;
private bool sheild = false;
private bool gameover = false;
private bool victory = false;
private int partyHealth = 16;
private int enemyHealth = 16;
private int partyAttack = 2;
private int enemyAttack = 4;
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private static int partySize = 4;
private string[] PartyMemberOrder = new string[partySize];
private int[] OrderNumbers = new int[partySize];
private int[] PartyColours = new int[partySize];
private int[] EnemtyPartsColours;
enum Colours {
Red, Brown, Orange,
Amber, Yellow, Lime,
Green, Cyan, Blue,
Indigo, Purple, Pink,
White, Grey, Black
}
Colours robotColour;
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// Start is called before the first frame update
void Start()
{
EnemtyPartsColours = new int[EnemyParts.Length];
EnemyBuilder();
EnemyHealthText.text = enemyHealth.ToString();
PartyHealthText.text = partyHealth.ToString();
EnemyDamageText.text = null;
PartyDamageText.text = null;
robotColour = Colours.Red;
PartyColours[0] = Random.Range(0, 15);
PartyColours[1] = Random.Range(0, 15);
PartyColours[2] = Random.Range(0, 15);
PartyColours[3] = Random.Range(0, 15);
for(int i = 0; i < partySize; i++)
{
//SETTING AND OUTPUT OF ROBOT COLOUR
PartyMembers[i].transform.GetComponent<SpriteRenderer>().color =
SetColour(PartyColours[i]);
//print(robotColour);
}
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}
// Update is called once per frame
void Update()
{
noRepeat = true;
EnemyHealthText.text = enemyHealth.ToString();
PartyHealthText.text = partyHealth.ToString();
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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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}
}
if(partyHealth <= 0 && gameover == false)
{
partyHealth = 0;
for(int i = 0; i < partySize; i++)
{
Destroy(GameObject.FindWithTag("Party"));
}
print("The Super Robo Squad has been destroyed! Try again!");
gameover = true;
}
if(enemyHealth <= 0 && victory == false)
{
enemyHealth = 0;
Destroy(GameObject.FindWithTag("Enemy"));
print("The enemy robot has been destroyed! Congrats!");
victory = true;
}
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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);
attack.SetTrigger("AttackTrigger");
print(PartyColours[OrderNumbers[i]-1]);
//CHECKING IF AN "ATTACK" OR "NON-ATTACK" ROBOT IS GOING
if(((Colours)PartyColours[OrderNumbers[i]-1] != Colours.Grey &&
(Colours)PartyColours[OrderNumbers[i]-1] != Colours.White)
&& sheild != true)
{
Hit.transform.GetComponent<SpriteRenderer>().color =
PartyMembers[OrderNumbers[i]-1].transform.GetComponent<SpriteRenderer>().color;
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");
}
//GREY ROBOT (SHEILD) IS GOING
if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.Grey){
sheild = true;
Sheild.transform.GetComponent<SpriteRenderer>().color =
PartyMembers[OrderNumbers[i]-1].transform.GetComponent<SpriteRenderer>().color;
Sheild.SetActive(true);
}
//GREEN/LIME ROBOT (HEALTH) IS GOING
if ((Colours)PartyColours[OrderNumbers[i]-1] == Colours.White){
EnemyHit.transform.GetComponent<SpriteRenderer>().color =
PartyMembers[OrderNumbers[i]-1].transform.GetComponent<SpriteRenderer>().color;
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");
}
//SETTING AND OUTPUT OF ROBOT COLOUR
robotColour = (Colours)PartyColours[OrderNumbers[i]-1];
//print(robotColour);
//PARTY MEMEBER ATTACKING ENEMY
DamageParty(partyAttack, 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 enemyAttackAnim = EnemyParts[2].transform.parent.GetComponent<Animator>();
enemyAttackAnim.SetTrigger("AttackTrigger");
yield return new WaitForSeconds(
enemyAttackAnim.GetCurrentAnimatorStateInfo(0).length
+enemyAttackAnim.GetCurrentAnimatorStateInfo(0).normalizedTime);
EnemyHit.transform.GetComponent<SpriteRenderer>().color =
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().color;
enemyAttackAnim.SetTrigger("AttackTrigger");
//HIT EFFECT ONLY WORKS IF THERE IS NO SHEILD UP
if(sheild == false)
{
EnemyHit.SetActive(true);
Animator hit = EnemyHit.transform.GetComponent<Animator>();
hit.SetTrigger("HitTrigger");
yield return new WaitForSeconds(
hit.GetCurrentAnimatorStateInfo(0).length
+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
hit.SetTrigger("HitTrigger");
EnemyHit.SetActive(false);
EnemyHit.transform.GetComponent<SpriteRenderer>().color =
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().color;
EnemyHit.SetActive(true);
hit.SetTrigger("HitTrigger");
yield return new WaitForSeconds(
hit.GetCurrentAnimatorStateInfo(0).length
+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
EnemyHit.SetActive(false);
hit.SetTrigger("HitTrigger");
}
//ENEMY ATTACKING PARTY (DEFAULT DISPLAY TEXT TO RED FOR NOW)
DamageEnemy(enemyAttack, Colours.Red);
}
void DamageParty(int partyAttack, Colours partyMember)
{
float modifier = 1.0f;
float modifiedAttack = 2.0f;
int colourModifier = ColourCompare(partyMember, (Colours)EnemtyPartsColours[2]);
switch(colourModifier)
{
case(2):
modifier = 2;
break;
case(1):
modifier = 1.5f;
break;
case(-1):
modifier = 0.5f;
break;
case(-2):
modifier = 0;
break;
default:
break;
}
if(partyMember == Colours.Grey || partyMember == Colours.White)
{
modifier = 0;
if(partyMember == Colours.White)
{
partyHealth += 4;
StartCoroutine(DisplayDamageText(4, PartyDamageText, partyMember));
print(partyMember + " healed the team for 4");
print("Party health is now: " + partyHealth + " HP");
}
}
if(sheild == true)
{
modifier = 0;
}
modifiedAttack = partyAttack * modifier;
StartCoroutine(DisplayDamageText((int)modifiedAttack, EnemyDamageText, partyMember));
enemyHealth -= (int)modifiedAttack;
print(partyMember + " robot attacked for " + modifiedAttack);
print("Enemy robot health is now: " + enemyHealth + " HP");
}
void DamageEnemy(int enemyAttack, Colours enemyColour)
{
int modifier = 0;
int modifiedAttack = 4;
for(int i = 0; i < 2; i++){
for(int j = 0; j < partySize; j++){
modifier +=
ColourCompare((Colours)EnemtyPartsColours[3+i], (Colours)PartyColours[j]);
}
}
modifiedAttack = enemyAttack + modifier;
//HIT ONLY DAMAGES IF THERE IS NO SHEILD UP
if(sheild == true)
{
modifiedAttack = 0;
print("Sheild Hit!");
Sheild.SetActive(false);
sheild = false;
}
StartCoroutine(DisplayDamageText(modifiedAttack, PartyDamageText, enemyColour));
partyHealth -= modifiedAttack;
print(enemyColour + " enemy robot attacked for " + modifiedAttack);
print("Party health is now: " + partyHealth + " HP");
}
IEnumerator DisplayDamageText(int damage, Text display, Colours displayColour)
{
display.color = SetColour((int)displayColour);
display.text = damage.ToString();
yield return new WaitForSeconds(1);
display.text = null;
}
void EnemyBuilder()
{
EnemyParts[0].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyAntenna[Random.Range(0, EnemyAntenna.Length)];
EnemtyPartsColours[0] = Random.Range(0, 15);
EnemyParts[0].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[0]);
EnemyParts[1].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyHead[Random.Range(0, EnemyHead.Length)];
EnemtyPartsColours[1] = Random.Range(0, 15);
EnemyParts[1].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[1]);
EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyBody[Random.Range(0, EnemyBody.Length)];
EnemtyPartsColours[2] = Random.Range(0, 15);
EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[2]);
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyArm[Random.Range(0, EnemyArm.Length)];
EnemtyPartsColours[3] = Random.Range(0, 15);
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[3]);
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyArm[Random.Range(0, EnemyArm.Length)];
EnemtyPartsColours[4] = Random.Range(0, 15);
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[4]);
EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyChest[Random.Range(0, EnemyChest.Length)];
EnemtyPartsColours[5] = Random.Range(0, 15);
EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[5]);
EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyWeakness[Random.Range(0, EnemyWeakness.Length)];
EnemtyPartsColours[6] = Random.Range(0, 15);
EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemtyPartsColours[6]);
}
int ColourCompare(Colours AttackColour, Colours DefendColour)
{
switch(AttackColour)
{
// WHITE, GREY AND BLACK ARE NEITHER WEAK NOR STRONG AGAINST
// DEFENDING COLOUR SINCE THEY ARE "NON-ATTACK" COLOURS
case Colours.White:
return 0;
case Colours.Grey:
return 0;
case Colours.Black:
return 0;
case Colours.Red:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Brown:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Orange:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Amber:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Yellow:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Lime:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Green:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Cyan:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Blue:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Indigo:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Purple:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
case Colours.Pink:
// DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME
if(DefendColour == AttackColour)
{
return -2;
}
// DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR
else if (DefendColour == (Colours)(((int)AttackColour-1)%12) ||
DefendColour == (Colours)(((int)AttackColour+1)%12))
{
return -1;
}
// DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE
else if (DefendColour == (Colours)(((int)AttackColour+6)%12))
{
return 2;
}
// DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR
else if (DefendColour == (Colours)(((int)AttackColour+5)%12) ||
DefendColour == (Colours)(((int)AttackColour+7)%12))
{
return 1;
}
break;
default:
return 0;
}
// IF AN ATTACKING COLOUR DOESN'T MATCH WITH ANY OF THE ABOVE PARAMETERS
// IT IS NEITHER WEAK NOR STRONG AGAINST THE DEFENDING COLOUR
return 0;
}
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, 0.8f, 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(0.5f, 1, 0, 1);
break;
case Colours.Cyan:
colourValue
= new Color(0, 1, 1, 1);
break;
case Colours.Indigo:
colourValue
= new Color(0.2f, 0, 1, 1);
break;
case Colours.Amber:
colourValue
= new Color(1, 0.87f, 0, 1);
break;
default:
colourValue
= new Color(1, 1, 1, 1);
break;
}
return colourValue;
}
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}