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