Adjusted enemy builder so enemy cannot have arms, body, chest and weakpoints that are 'non-attack' colours

This commit is contained in:
Gregory Campbell
2020-04-11 10:50:02 -04:00
parent 00d19e0f0a
commit d327f2312a
+5 -5
View File
@@ -527,35 +527,35 @@ public class GMScript : MonoBehaviour
EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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 =
SetColour(EnemtyPartsColours[2]);
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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 =
SetColour(EnemtyPartsColours[3]);
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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 =
SetColour(EnemtyPartsColours[4]);
EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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 =
SetColour(EnemtyPartsColours[5]);
EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
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 =
SetColour(EnemtyPartsColours[6]);