Adjusted enemy kill sequencing so it is generated based on what colours the party consists of

This commit is contained in:
Gregory Campbell
2020-05-01 23:53:17 -04:00
parent 6f8c37ea94
commit 3bcab2ae8c
+29 -20
View File
@@ -46,8 +46,8 @@ public class GMScript : MonoBehaviour
private bool gameover = false;
private bool victory = false;
private int buffAmount = 0;
private int partyHealth = 16;
private int enemyHealth = 32;
private int partyHealth = 8;
private int enemyHealth = 16;
private int partyAttack = 2;
private int enemyAttack = 2;
private static int partySize = 4;
@@ -71,24 +71,6 @@ public class GMScript : MonoBehaviour
void Start()
{
EnemyPartsColours = new int[EnemyParts.Length];
// KILL SEQUENCE RANGES FROM LENGTH OF 2 TO 5 HITS
EnemyKillSequence = new int[Random.Range(2, 5)];
// COLOURS FOR KILL SEQUENCE ARE GENERATED HERE
for(int i = 0; i < EnemyKillSequence.Length - 1; i++)
{
EnemyKillSequence[i] = Random.Range(0, 12);
}
EnemyBuilder();
EnemyHealthText.text = enemyHealth.ToString();
PartyHealthText.text = partyHealth.ToString();
EnemyDamageText.text = null;
PartyDamageText.text = null;
robotColour = Colours.Red;
// GENERATES PARTY MEMBER COLOURS
do{
@@ -118,6 +100,33 @@ public class GMScript : MonoBehaviour
}while(partyRedo);
EnemyPartsColours = new int[EnemyParts.Length];
// KILL SEQUENCE RANGES FROM LENGTH OF 3 TO 8 HITS
EnemyKillSequence = new int[Random.Range((4-buffAmount), 8)];
// COLOURS FOR KILL SEQUENCE ARE GENERATED HERE
for(int i = 0; i < EnemyKillSequence.Length; i++)
{
do{
EnemyKillSequence[i] = Random.Range(0, 12);
}while(EnemyKillSequence[i] != PartyColours[0] &&
EnemyKillSequence[i] != PartyColours[1] &&
EnemyKillSequence[i] != PartyColours[2] &&
EnemyKillSequence[i] != PartyColours[3]);
EnemyKillSequence[i] = (EnemyKillSequence[i]+6)%12;
}
EnemyBuilder();
EnemyHealthText.text = enemyHealth.ToString();
PartyHealthText.text = partyHealth.ToString();
EnemyDamageText.text = null;
PartyDamageText.text = null;
robotColour = Colours.Red;
for(int i = 0; i < partySize; i++)
{