Adjusted enemy builder so enemy cannot have arms, body, chest and weakpoints that are 'non-attack' colours
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@@ -527,35 +527,35 @@ public class GMScript : MonoBehaviour
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EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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EnemyBody[Random.Range(0, EnemyBody.Length)];
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EnemtyPartsColours[2] = Random.Range(0, 15);
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EnemtyPartsColours[2] = Random.Range(0, 12);
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EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
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SetColour(EnemtyPartsColours[2]);
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EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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EnemyArm[Random.Range(0, EnemyArm.Length)];
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EnemtyPartsColours[3] = Random.Range(0, 15);
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EnemtyPartsColours[3] = Random.Range(0, 12);
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EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
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SetColour(EnemtyPartsColours[3]);
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EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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EnemyArm[Random.Range(0, EnemyArm.Length)];
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EnemtyPartsColours[4] = Random.Range(0, 15);
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EnemtyPartsColours[4] = Random.Range(0, 12);
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EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
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SetColour(EnemtyPartsColours[4]);
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EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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EnemyChest[Random.Range(0, EnemyChest.Length)];
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EnemtyPartsColours[5] = Random.Range(0, 15);
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EnemtyPartsColours[5] = Random.Range(0, 12);
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EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
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SetColour(EnemtyPartsColours[5]);
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EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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EnemyWeakness[Random.Range(0, EnemyWeakness.Length)];
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EnemtyPartsColours[6] = Random.Range(0, 15);
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EnemtyPartsColours[6] = Random.Range(0, 12);
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EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
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SetColour(EnemtyPartsColours[6]);
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