From 52f587c401770fc8e5690ff6c3b14eedc0c2b890 Mon Sep 17 00:00:00 2001 From: Gregory Campbell Date: Thu, 23 Apr 2020 19:25:51 -0400 Subject: [PATCH] Randomized which arm the enemy starts attacking with --- Assets/Scripts/GMScript.cs | 38 +++++++++++++++++++++++++++++--------- 1 file changed, 29 insertions(+), 9 deletions(-) diff --git a/Assets/Scripts/GMScript.cs b/Assets/Scripts/GMScript.cs index ebd3a88..3826ca9 100644 --- a/Assets/Scripts/GMScript.cs +++ b/Assets/Scripts/GMScript.cs @@ -326,18 +326,38 @@ public class GMScript : MonoBehaviour // PRE ATTACK BUFF EFFECT ANIMATION yield return StartCoroutine(PreAttackBuffAnimEnemy()); - - // ANIMATION FOR FIRST ARM - yield return StartCoroutine(AttackAnimEnemy(3)); - // FIRST ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS - yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3])); + // THIS DETERMINES IF THE ENEMY WILL ATTACK WITH THE RIGHT OR LEFT ARM FIRST + if(Random.Range(0, 2) == 0) + { - // ANIMATION FOR SECOND ARM - yield return StartCoroutine(AttackAnimEnemy(4)); + // ANIMATION FOR RIGHT ARM + yield return StartCoroutine(AttackAnimEnemy(3)); - // SECOND ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS - yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4])); + // RIGHT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS + yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3])); + + // ANIMATION FOR LEFT ARM + yield return StartCoroutine(AttackAnimEnemy(4)); + + // LEFT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS + yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4])); + + } else { + + // ANIMATION FOR LEFT ARM + yield return StartCoroutine(AttackAnimEnemy(4)); + + // LEFT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS + yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4])); + + // ANIMATION FOR RIGHT ARM + yield return StartCoroutine(AttackAnimEnemy(3)); + + // RIGHT ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS + yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3])); + + } // POST ATTACK ABILITY EFFECT ANIMATION yield return StartCoroutine(PostAttackBuffAnimEnemy());