Added attack animation for enemy robot after party emembers attack as well as a set colour and coloured attack effect
This commit is contained in:
+103
-57
@@ -9,6 +9,7 @@ public class GMScript : MonoBehaviour
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public Sprite[] OrderSprites;
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public GameObject EnemyRobot;
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public GameObject Hit;
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public GameObject EnemyHit;
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private bool noRepeat = true;
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private static int partySize = 4;
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private string[] PartyMemberOrder = new string[partySize];
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@@ -39,67 +40,15 @@ public class GMScript : MonoBehaviour
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{
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//SETTING AND OUTPUT OF ROBOT COLOUR
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robotColour = (Colours)PartyColours[i];
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color =
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SetColour(PartyColours[i]);
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//print(robotColour);
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switch(robotColour)
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{
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case Colours.Red:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(1, 0, 0, 1);
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break;
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case Colours.Yellow:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(1, 1, 0, 1);
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break;
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case Colours.Blue:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(0, 0, 1, 1);
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break;
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case Colours.Grey:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(0.5f, 0.5f, 0.5f, 1);
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break;
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case Colours.Orange:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(1, 0.5f, 0, 1);
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break;
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case Colours.Green:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(0, 1, 0, 1);
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break;
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case Colours.Purple:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(0.5f, 0, 1, 1);
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break;
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case Colours.Black:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(0, 0, 0, 1);
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break;
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case Colours.White:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(1, 1, 1, 1);
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break;
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case Colours.Pink:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(1, 0, 0.5f, 1);
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break;
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case Colours.Brown:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(0.4f, 0.2f, 0, 1);
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break;
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case Colours.Lime:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(0.2f, 1, 0.2f, 1);
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break;
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default:
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PartyMembers[i].transform.GetComponent<SpriteRenderer>().color
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= new Color(1, 1, 1, 1);
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break;
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}
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}
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EnemyRobot.transform.GetComponent<SpriteRenderer>().color =
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SetColour(Random.Range(0, 12));
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}
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// Update is called once per frame
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@@ -287,6 +236,103 @@ public class GMScript : MonoBehaviour
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}
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StartCoroutine(AttackEnemy());
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}
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IEnumerator AttackEnemy()
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{
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// RUNS ATTACK ANIMATION OF ENEMY
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Animator enemyAttack = EnemyRobot.transform.GetComponent<Animator>();
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enemyAttack.SetTrigger("AttackTrigger");
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yield return new WaitForSeconds(
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enemyAttack.GetCurrentAnimatorStateInfo(0).length
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+enemyAttack.GetCurrentAnimatorStateInfo(0).normalizedTime);
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EnemyHit.transform.GetComponent<SpriteRenderer>().color =
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EnemyRobot.transform.GetComponent<SpriteRenderer>().color;
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enemyAttack.SetTrigger("AttackTrigger");
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EnemyHit.SetActive(true);
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Animator hit = EnemyHit.transform.GetComponent<Animator>();
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hit.SetTrigger("HitTrigger");
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yield return new WaitForSeconds(
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hit.GetCurrentAnimatorStateInfo(0).length
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+hit.GetCurrentAnimatorStateInfo(0).normalizedTime);
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EnemyHit.SetActive(false);
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hit.SetTrigger("HitTrigger");
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//OUTPUT OF ENEMY ATTACK
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}
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Color SetColour(int robotColour)
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{
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Color colourValue = new Color(1, 1, 1, 1);
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switch((Colours)robotColour)
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{
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case Colours.Red:
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colourValue
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= new Color(1, 0, 0, 1);
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break;
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case Colours.Yellow:
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colourValue
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= new Color(1, 1, 0, 1);
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break;
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case Colours.Blue:
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colourValue
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= new Color(0, 0, 1, 1);
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break;
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case Colours.Grey:
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colourValue
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= new Color(0.5f, 0.5f, 0.5f, 1);
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break;
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case Colours.Orange:
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colourValue
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= new Color(1, 0.5f, 0, 1);
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break;
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case Colours.Green:
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colourValue
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= new Color(0, 1, 0, 1);
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break;
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case Colours.Purple:
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colourValue
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= new Color(0.5f, 0, 1, 1);
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break;
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case Colours.Black:
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colourValue
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= new Color(0, 0, 0, 1);
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break;
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case Colours.White:
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colourValue
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= new Color(1, 1, 1, 1);
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break;
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case Colours.Pink:
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colourValue
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= new Color(1, 0, 0.5f, 1);
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break;
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case Colours.Brown:
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colourValue
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= new Color(0.4f, 0.2f, 0, 1);
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break;
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case Colours.Lime:
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colourValue
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= new Color(0.2f, 1, 0.2f, 1);
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break;
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default:
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colourValue
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= new Color(1, 1, 1, 1);
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break;
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}
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return colourValue;
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}
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}
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