Reworked generated kill sequence so the same colour isn't picked twice or more in a row

This commit is contained in:
Gregory Campbell
2020-05-05 18:46:28 -04:00
parent 1072ace3ee
commit dc82cde883
+19 -7
View File
@@ -148,14 +148,26 @@ public class GMScript : MonoBehaviour
// COLOURS FOR KILL SEQUENCE ARE GENERATED HERE // COLOURS FOR KILL SEQUENCE ARE GENERATED HERE
for(int i = 0; i < EnemyKillSequence.Length; i++) for(int i = 0; i < EnemyKillSequence.Length; i++)
{ {
if(i == 0)
{
do{
EnemyKillSequence[i] = Random.Range(0, 12);
}while(EnemyKillSequence[i] != PartyColours[0] &&
EnemyKillSequence[i] != PartyColours[1] &&
EnemyKillSequence[i] != PartyColours[2] &&
EnemyKillSequence[i] != PartyColours[3]);
} else {
do{
EnemyKillSequence[i] = Random.Range(0, 12);
}while(EnemyKillSequence[i] != PartyColours[0] &&
EnemyKillSequence[i] != PartyColours[1] &&
EnemyKillSequence[i] != PartyColours[2] &&
EnemyKillSequence[i] != PartyColours[3] ||
(EnemyKillSequence[i] == ((EnemyKillSequence[i-1]+6)%12)));
}
do{ print((Colours)EnemyKillSequence[i]);
EnemyKillSequence[i] = Random.Range(0, 12);
}while(EnemyKillSequence[i] != PartyColours[0] &&
EnemyKillSequence[i] != PartyColours[1] &&
EnemyKillSequence[i] != PartyColours[2] &&
EnemyKillSequence[i] != PartyColours[3]);
EnemyKillSequence[i] = (EnemyKillSequence[i]+6)%12; EnemyKillSequence[i] = (EnemyKillSequence[i]+6)%12;
} }