Fixed a few minor bugs
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@@ -4512,7 +4512,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1928466015}
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m_GameObject: {fileID: 1928466015}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -5, y: 0, z: 0}
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m_LocalPosition: {x: -5, y: 2, z: 0}
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m_LocalScale: {x: 0.5, y: 0.5, z: 1}
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m_LocalScale: {x: 0.5, y: 0.5, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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@@ -90,6 +90,7 @@ public class GMScript : MonoBehaviour
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robotColour = Colours.Red;
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robotColour = Colours.Red;
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// GENERATES PARTY MEMBER COLOURS
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do{
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do{
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partyRedo = false;
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partyRedo = false;
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@@ -100,6 +101,8 @@ public class GMScript : MonoBehaviour
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PartyColours[2] = Random.Range(0, 15);
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PartyColours[2] = Random.Range(0, 15);
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PartyColours[3] = Random.Range(0, 15);
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PartyColours[3] = Random.Range(0, 15);
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// CHECKS THAT NO ROBOTS SHARE A COLOUR AND THERE ARE NO MORE THAN 1 BUFF ABILITY ROBOT
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// IF EITHER OCCUR THE PARTY GETS RANDOMIZED AND CHECKED UNTIL THAT IS NO LONGER THE CASE
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for(int i = 0; i < partySize; i++)
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for(int i = 0; i < partySize; i++)
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{
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{
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for(int j = 0; j < partySize; j++)
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for(int j = 0; j < partySize; j++)
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@@ -199,6 +202,7 @@ public class GMScript : MonoBehaviour
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gameover = true;
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gameover = true;
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GameOver.SetActive(true);
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GameOver.SetActive(true);
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cursorLock = false;
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}
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}
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@@ -215,6 +219,7 @@ public class GMScript : MonoBehaviour
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gameover = true;
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gameover = true;
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Victory.SetActive(true);
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Victory.SetActive(true);
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cursorLock = false;
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}
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}
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