using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GMScript : MonoBehaviour { public GameObject[] PartyMembers; public Sprite[] OrderSprites; public GameObject Hit; public GameObject EnemyHit; public GameObject Shield; public GameObject EnemyShield; public GameObject Victory; public GameObject GameOver; public GameObject ShieldHit; public GameObject WeakPointHit; public Text EnemyDamageText; public Text PartyDamageText; public Text EnemyHealthText; public Text PartyHealthText; public GameObject[] EnemyParts; public Sprite[] EnemyHead; public Sprite[] EnemyAntenna; public Sprite[] EnemyBody; public Sprite[] EnemyArm; public Sprite[] EnemyChest; public Sprite[] EnemyWeakness; public Sprite[] Symbols; private bool noRepeat = true; private bool shield = false; private bool enemyShield = false; private bool buff = false; private bool weakPointHit = false; private bool gameover = false; private bool victory = false; private int partyHealth = 16; private int enemyHealth = 32; private int partyAttack = 2; private int enemyAttack = 2; private static int partySize = 4; private string[] PartyMemberOrder = new string[partySize]; private int[] OrderNumbers = new int[partySize]; private int[] PartyColours = new int[partySize]; private int[] EnemyPartsColours; private int[] EnemyKillSequence; enum Colours { Red, Brown, Orange, Amber, Yellow, Lime, Green, Cyan, Blue, Indigo, Purple, Pink, White, Grey, Black } Colours robotColour; // Start is called before the first frame update void Start() { EnemyPartsColours = new int[EnemyParts.Length]; // KILL SEQUENCE RANGES FROM LENGTH OF 2 TO 5 HITS EnemyKillSequence = new int[Random.Range(2, 5)]; // COLOURS FOR KILL SEQUENCE ARE GENERATED HERE for(int i = 0; i < EnemyKillSequence.Length - 1; i++) { EnemyKillSequence[i] = Random.Range(0, 12); } EnemyBuilder(); EnemyHealthText.text = enemyHealth.ToString(); PartyHealthText.text = partyHealth.ToString(); EnemyDamageText.text = null; PartyDamageText.text = null; robotColour = Colours.Red; PartyColours[0] = Random.Range(0, 15); PartyColours[1] = Random.Range(0, 15); PartyColours[2] = Random.Range(0, 15); PartyColours[3] = Random.Range(0, 15); for(int i = 0; i < partySize; i++) { //SETTING AND OUTPUT OF ROBOT COLOUR PartyMembers[i].transform.GetComponent().color = SetColour(PartyColours[i]); PartyMembers[i].transform.GetChild(1).GetComponent().sprite = Symbols[PartyColours[i]]; PartyMembers[i].transform.GetChild(1).GetComponent().color = SetColour(PartyColours[i]); //print(robotColour); } } // Update is called once per frame void Update() { noRepeat = true; EnemyHealthText.text = enemyHealth.ToString(); PartyHealthText.text = partyHealth.ToString(); if (Input.GetMouseButtonDown(0) && gameover == false && victory == false) { Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y); RaycastHit2D hit = Physics2D.Raycast(mousePos2D, Vector2.zero); if (hit.collider != null) { if(hit.collider.gameObject.tag == "Party") { CheckParty(hit.collider.gameObject); if(noRepeat) { AddMember(hit.collider.gameObject); } else { RemoveMember(hit.collider.gameObject); } OutputParty(); } if(hit.collider.gameObject.tag == "Attack" && PartyMemberOrder[0] != null) { StartCoroutine(AttackParty(robotColour)); } } } if(partyHealth <= 0 && gameover == false) { partyHealth = 0; GameObject[] party = GameObject.FindGameObjectsWithTag("Party"); foreach(GameObject memeber in party) GameObject.Destroy(memeber); print("The Super Robo Squad has been destroyed! Try again!"); gameover = true; GameOver.SetActive(true); } if(enemyHealth <= 0 || victory == true) { //enemyHealth = 0; GameObject[] enemy = GameObject.FindGameObjectsWithTag("Enemy"); foreach(GameObject parts in enemy) GameObject.Destroy(parts); print("The enemy robot has been destroyed! Congrats!"); victory = false; gameover = true; Victory.SetActive(true); } } void CheckParty(GameObject member) { for(int i = 0; i < partySize; i++) { if(PartyMemberOrder[i] == member.name) { noRepeat = false; } } } void AddMember(GameObject member) { for(int i = 0; i < partySize; i++) { if(PartyMemberOrder[i] == null) { PartyMemberOrder[i] = member.name; string[] nameParse = PartyMemberOrder[i].Split(' '); int partyNumber = int.Parse(nameParse[2]); OrderNumbers[i] = partyNumber; i = partySize; } } } void RemoveMember(GameObject member) { for(int i = 0; i < partySize; i++) { if(PartyMemberOrder[i] == member.name) { for(int j = i; j < partySize; j++) { if(j < partySize-1){ PartyMemberOrder[j] = PartyMemberOrder[j+1]; OrderNumbers[j] = OrderNumbers[j+1]; } else { PartyMemberOrder[j] = null; OrderNumbers[j] = 0; } } i = partySize; } } } void OutputParty(){ //RESET ORDER DISPLAY for(int i = 0; i < partySize; i++) { PartyMembers[i].transform.GetChild(0).GetComponent().sprite = null; //FOR DEBUGGING if(OrderNumbers[i] != 0) { //print(OrderNumbers[i]); } } for(int i = 0; i < partySize; i++) { for(int j = 1; j <= partySize; j++) { //DISPLAYS ORDER ABOVE IF NUMBER IS PRESENT (1-4) //ADD OUTPUT FOR DEBUGGING IF NECESSARY if(OrderNumbers[i] == j) { PartyMembers[OrderNumbers[i]-1].transform.GetChild(0).GetComponent().sprite = OrderSprites[i]; } } } } IEnumerator AttackParty(Colours robotColour) { // RUNS ATTACK ANIMATION BASED ON PARTY ORDER for(int i = 0; i < partySize; i++) { if(OrderNumbers[i] != 0) { PartyMembers[OrderNumbers[i]-1].transform.GetChild(0).GetComponent().sprite = null; Animator attack = PartyMembers[OrderNumbers[i]-1].transform.GetComponent(); attack.SetTrigger("AttackTrigger"); yield return new WaitForSeconds( attack.GetCurrentAnimatorStateInfo(0).length +attack.GetCurrentAnimatorStateInfo(0).normalizedTime); attack.SetTrigger("AttackTrigger"); print(PartyColours[OrderNumbers[i]-1]); //SETTING AND OUTPUT OF ROBOT COLOUR robotColour = (Colours)PartyColours[OrderNumbers[i]-1]; //print(robotColour); //PARTY MEMEBER ATTACKING ENEMY yield return DamageParty(partyAttack, robotColour); } // CLEAN UP IN CASE ANYTHING IS MISSED OrderNumbers[i] = 0; PartyMemberOrder[i] = null; } // CLEAN UP IN CASE ANYTHING IS MISSED for(int i = 0; i < partySize; i++) { PartyMembers[i].transform.GetChild(0).GetComponent().sprite = null; } yield return StartCoroutine(AttackEnemy()); } IEnumerator AttackEnemy() { // PRE ATTACK BUFF EFFECT ANIMATION yield return StartCoroutine(PreAttackBuffAnimEnemy()); // ANIMATION FOR FIRST ARM yield return StartCoroutine(AttackAnimEnemy()); // FIRST ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[3])); // ANIMATION FOR SECOND ARM yield return StartCoroutine(AttackAnimEnemy()); // SECOND ARM EFFECT ANIMATION AND DAMAGE CALCULATIONS yield return StartCoroutine(DamageEnemy(enemyAttack, EnemyPartsColours[4])); // POST ATTACK ABILITY EFFECT ANIMATION yield return StartCoroutine(PostAttackBuffAnimEnemy()); } IEnumerator HitEffectParty(Colours partyMember) { //CHECKING IF AN "ATTACK" OR "NON-ATTACK" ROBOT IS GOING if((partyMember != Colours.Grey && partyMember != Colours.White && partyMember != Colours.Black) && shield != true && enemyShield != true) { Hit.transform.GetComponent().color = SetColour((int)partyMember); Hit.transform.GetChild(0).GetComponent().sprite = Symbols[(int)partyMember]; Hit.transform.GetChild(0).GetComponent().color = SetColour((int)partyMember); Hit.SetActive(true); Animator hit = Hit.transform.GetComponent(); hit.SetTrigger("HitTrigger"); yield return new WaitForSeconds( hit.GetCurrentAnimatorStateInfo(0).length +hit.GetCurrentAnimatorStateInfo(0).normalizedTime); Hit.SetActive(false); hit.SetTrigger("HitTrigger"); } // GREY ROBOT (SHIELD) IS GOING if (partyMember == Colours.Grey){ shield = true; Shield.transform.GetComponent().color = SetColour((int)partyMember); Shield.SetActive(true); } // NON-ATTACK ROBOT IS GOING if (partyMember == Colours.White || partyMember == Colours.Grey || partyMember == Colours.Black){ EnemyHit.transform.GetComponent().color = SetColour((int)partyMember); EnemyHit.transform.GetChild(0).GetComponent().sprite = Symbols[(int)partyMember]; EnemyHit.transform.GetChild(0).GetComponent().color = SetColour((int)partyMember); EnemyHit.SetActive(true); Animator hit = EnemyHit.transform.GetComponent(); hit.SetTrigger("HitTrigger"); yield return new WaitForSeconds( hit.GetCurrentAnimatorStateInfo(0).length +hit.GetCurrentAnimatorStateInfo(0).normalizedTime); EnemyHit.SetActive(false); hit.SetTrigger("HitTrigger"); } } IEnumerator HitEffectEnemy(int attackColour) { EnemyHit.transform.GetComponent().color = SetColour(attackColour); EnemyHit.transform.GetChild(0).GetComponent().sprite = Symbols[attackColour]; EnemyHit.transform.GetChild(0).GetComponent().color = SetColour(attackColour); if((Colours)attackColour == Colours.White || (Colours)attackColour == Colours.Grey || (Colours)attackColour == Colours.Black) { Hit.transform.GetComponent().color = SetColour(attackColour); Hit.transform.GetChild(0).GetComponent().sprite = Symbols[attackColour]; Hit.transform.GetChild(0).GetComponent().color = SetColour(attackColour); Hit.SetActive(true); Animator hit = Hit.transform.GetComponent(); hit.SetTrigger("HitTrigger"); yield return new WaitForSeconds( hit.GetCurrentAnimatorStateInfo(0).length +hit.GetCurrentAnimatorStateInfo(0).normalizedTime); Hit.SetActive(false); hit.SetTrigger("HitTrigger"); } // ENEMY SHIELD GOES UP IF if ((Colours)attackColour == Colours.Grey){ enemyShield = true; EnemyShield.transform.GetComponent().color = SetColour(attackColour); EnemyShield.SetActive(true); } //HIT EFFECT ONLY WORKS IF THERE IS NO SHIELD UP if(!shield && !enemyShield && (Colours)attackColour != Colours.White && (Colours)attackColour != Colours.Grey && (Colours)attackColour != Colours.Black) { EnemyHit.SetActive(true); Animator hit = EnemyHit.transform.GetComponent(); hit.SetTrigger("HitTrigger"); yield return new WaitForSeconds( hit.GetCurrentAnimatorStateInfo(0).length +hit.GetCurrentAnimatorStateInfo(0).normalizedTime); hit.SetTrigger("HitTrigger"); EnemyHit.SetActive(false); } } IEnumerator DamageParty(int partyAttack, Colours partyMember) { float modifier = 1.0f; float modifiedAttack = 2.0f; float modifiedHeal = 0f; int colourModifier = ColourCompare(partyMember, (Colours)EnemyPartsColours[2]); weakPointHit = false; // ATTACK MODIFIER BASED ON THE RELATION OF THE COLOUR OF THE PARTY MEMBER // AND THE COLOUR OF THE ENEMY ROBOT BASE BODY COLOUR switch(colourModifier) { case(2): modifier = 2; if((Colours)EnemyPartsColours[1] == (Colours)EnemyPartsColours[2]) modifier = 4; break; case(1): modifier = 1.5f; if((Colours)EnemyPartsColours[1] == (Colours)EnemyPartsColours[2]) modifier = 2; break; case(-1): modifier = 0.5f; if((Colours)EnemyPartsColours[1] == (Colours)EnemyPartsColours[2]) modifier = 0; break; case(-2): modifier = 0; if((Colours)EnemyPartsColours[1] == (Colours)EnemyPartsColours[2]) modifier = -1; break; default: break; } // DETERMINING A SEQUENCE BREAK ABSED ON THE NEXT COLOUR IN THE SEQUENCE // IF IT'S THE LAST COLOUR THE ROBOT IS DESTROYED // IF NOT COLOURS AND SPRITES AND CHANGED ACCORDINGLY if(ColourCompare(partyMember, (Colours)EnemyKillSequence[0]) > 0 && !shield && !enemyShield) { print("Weakness hit!"); weakPointHit = true; if(EnemyKillSequence[1] == -1) { EnemyParts[6].transform.GetChild(0).GetComponent().sprite = null; victory = true; } else { for(int i = 0; i < EnemyKillSequence.Length - 1; i++) { EnemyKillSequence[i] = EnemyKillSequence[i+1]; } EnemyKillSequence[EnemyKillSequence.Length-1] = -1; if(EnemyParts[5].activeSelf) { EnemyParts[5].SetActive(false); } else { EnemyParts[6].transform.GetChild(0).GetComponent().color = SetColour(EnemyKillSequence[0]); EnemyParts[6].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyKillSequence[0]]; EnemyParts[6].transform.GetChild(1).GetComponent().color = SetColour(EnemyKillSequence[0]); } } } // ACTIONS DONE FOR NON-ATTACK ROBOTS if(partyMember == Colours.Grey || partyMember == Colours.White || partyMember == Colours.Black) { if(partyMember == Colours.White) { if(buff) { modifiedHeal = (partyAttack * modifier) * 2; } else { modifiedHeal = partyAttack * modifier; } partyHealth += (int)modifiedHeal; print(partyMember + " healed the team for " + modifiedHeal + " HP"); print("Party health is now: " + partyHealth + " HP"); } if(partyMember == Colours.Black) { print(partyMember + " buffed the team!"); print("Party health is now: " + partyHealth + " HP"); buff = true; } modifier = 0; } // ATTACKS ARE BLOCK IF SHIELD IS UP if(shield || enemyShield && (partyMember != Colours.White && partyMember != Colours.Grey && partyMember != Colours.Black)) { modifier = 0; if(enemyShield) { print("Enemy Shield Hit!"); EnemyShield.SetActive(false); } } // IN CASE MODIFIER IS NEGATIVE if(modifier < 0) modifier = 0; // ATTACKS ARE DOUBLE DAMAGE IF BLACK ROBOT HAS DONE ITS ACTION if(buff) { modifiedAttack = (partyAttack * modifier) * 2; } else { modifiedAttack = partyAttack * modifier; } yield return StartCoroutine(HitEffectParty(partyMember)); if(partyMember == Colours.White) { yield return StartCoroutine(DisplayDamageText((int)modifiedHeal, PartyDamageText, partyMember)); } else if(partyMember == Colours.Black) { yield return StartCoroutine(DisplayDamageText(0, PartyDamageText, partyMember)); } else if(partyMember != Colours.Grey){ yield return StartCoroutine(DisplayDamageText((int)modifiedAttack, EnemyDamageText, partyMember)); enemyShield = false; } enemyHealth -= (int)modifiedAttack; print(partyMember + " robot attacked for " + modifiedAttack); print("Enemy robot health is now: " + enemyHealth + " HP"); } IEnumerator DamageEnemy(int enemyAttack, int attackColour) { int modifier = 0; int modifiedAttack = 2; weakPointHit = false; for(int i = 0; i < 2; i++){ for(int j = 0; j < partySize; j++){ modifier += ColourCompare((Colours)attackColour, (Colours)PartyColours[j]); } } // ADD DAMAGE IF EITHER OF THE ARMS MATCHES THE COLOUR OF THE ANTENNA if(EnemyPartsColours[0] == attackColour) { print("Antenna Buff!"); modifier += 2; } // IN CASE MODIFIER MAKES ENEMY ATTACK NEGATIVE if(modifier < -enemyAttack) modifier = -enemyAttack; modifiedAttack = enemyAttack + modifier; // RUN "NON-ATTACK" BUFF FOR ENEMY IF ANTENNA IS BLACK SO ATTACKS ARE BUFFED if((Colours)EnemyPartsColours[0] == Colours.Black) { modifiedAttack *= 2; } //HIT ONLY DAMAGES IF THERE IS NO SHIELD UP if(shield || enemyShield) { modifiedAttack = 0; print("Shield Hit!"); Shield.SetActive(false); } buff = false; yield return StartCoroutine(HitEffectEnemy(attackColour)); yield return StartCoroutine(DisplayDamageText(modifiedAttack, PartyDamageText, (Colours)attackColour)); if(shield) { shield = false; } partyHealth -= modifiedAttack; print((Colours)attackColour + " enemy robot arm attacked for " + modifiedAttack); print("Party health is now: " + partyHealth + " HP"); } IEnumerator DisplayDamageText(int damage, Text display, Colours displayColour) { display.color = SetColour((int)displayColour); display.text = damage.ToString(); // ATTACKS ARE BLOCK IF SHIELD IS UP if((shield || enemyShield) && (displayColour != Colours.White && displayColour != Colours.Grey && displayColour != Colours.Black)) ShieldHit.SetActive(true); if(weakPointHit) { weakPointHit = false; WeakPointHit.SetActive(true); } yield return new WaitForSeconds(1); ShieldHit.SetActive(false); WeakPointHit.SetActive(false); display.text = null; } IEnumerator AttackAnimEnemy() { // RUNS ATTACK ANIMATION OF ENEMY Animator enemyAttackAnim = EnemyParts[2].transform.parent.GetComponent(); enemyAttackAnim.SetTrigger("AttackTrigger"); yield return new WaitForSeconds( enemyAttackAnim.GetCurrentAnimatorStateInfo(0).length +enemyAttackAnim.GetCurrentAnimatorStateInfo(0).normalizedTime); enemyAttackAnim.SetTrigger("AttackTrigger"); } IEnumerator PreAttackBuffAnimEnemy() { // RUN "NON-ATTACK" BUFF ANIMATION FOR ENEMY IF ANTENNA IS BLACK SO ATTACKS ARE BUFFED // BEFORE THE ENEMY DOES ITS ATTACK ANIMATION if((Colours)EnemyPartsColours[0] == Colours.Black) { yield return StartCoroutine(HitEffectEnemy(EnemyPartsColours[0])); } } IEnumerator PostAttackBuffAnimEnemy() { // RUN "NON-ATTACK" ABILITY ANIMATION FOR ENEMY IF ANTENNA IS WHITE OR GREY RESPECTIVELY // NOW SO THESE ANIMATIONS APPEAR AFTER THE ENEMY IS DONE ATTACKING if((Colours)EnemyPartsColours[0] == Colours.White) { enemyHealth += 2; yield return StartCoroutine(HitEffectEnemy(EnemyPartsColours[0])); StartCoroutine(DisplayDamageText(2, EnemyDamageText, (Colours)EnemyPartsColours[0])); } if((Colours)EnemyPartsColours[0] == Colours.Grey) { yield return StartCoroutine(HitEffectEnemy(EnemyPartsColours[0])); } } void EnemyBuilder() { EnemyParts[0].transform.GetChild(0).GetComponent().sprite = EnemyAntenna[Random.Range(0, EnemyAntenna.Length)]; EnemyPartsColours[0] = Random.Range(0, 15); EnemyParts[0].transform.GetChild(0).GetComponent().color = SetColour(EnemyPartsColours[0]); EnemyParts[0].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyPartsColours[0]]; EnemyParts[0].transform.GetChild(1).GetComponent().color = SetColour(EnemyPartsColours[0]); EnemyParts[1].transform.GetChild(0).GetComponent().sprite = EnemyHead[Random.Range(0, EnemyHead.Length)]; EnemyPartsColours[1] = Random.Range(0, 15); EnemyParts[1].transform.GetChild(0).GetComponent().color = SetColour(EnemyPartsColours[1]); EnemyParts[1].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyPartsColours[1]]; EnemyParts[1].transform.GetChild(1).GetComponent().color = SetColour(EnemyPartsColours[1]); EnemyParts[2].transform.GetChild(0).GetComponent().sprite = EnemyBody[Random.Range(0, EnemyBody.Length)]; EnemyPartsColours[2] = Random.Range(0, 12); EnemyParts[2].transform.GetChild(0).GetComponent().color = SetColour(EnemyPartsColours[2]); EnemyParts[2].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyPartsColours[2]]; EnemyParts[2].transform.GetChild(1).GetComponent().color = SetColour(EnemyPartsColours[2]); EnemyParts[2].transform.GetChild(2).GetComponent().sprite = Symbols[EnemyPartsColours[2]]; EnemyParts[2].transform.GetChild(2).GetComponent().color = SetColour(EnemyPartsColours[2]); EnemyParts[3].transform.GetChild(0).GetComponent().sprite = EnemyArm[Random.Range(0, EnemyArm.Length)]; EnemyPartsColours[3] = Random.Range(0, 12); EnemyParts[3].transform.GetChild(0).GetComponent().color = SetColour(EnemyPartsColours[3]); EnemyParts[3].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyPartsColours[3]]; EnemyParts[3].transform.GetChild(1).GetComponent().color = SetColour(EnemyPartsColours[3]); EnemyParts[4].transform.GetChild(0).GetComponent().sprite = EnemyArm[Random.Range(0, EnemyArm.Length)]; EnemyPartsColours[4] = Random.Range(0, 12); EnemyParts[4].transform.GetChild(0).GetComponent().color = SetColour(EnemyPartsColours[4]); EnemyParts[4].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyPartsColours[4]]; EnemyParts[4].transform.GetChild(1).GetComponent().color = SetColour(EnemyPartsColours[4]); EnemyParts[5].transform.GetChild(0).GetComponent().sprite = EnemyChest[Random.Range(0, EnemyChest.Length)]; EnemyPartsColours[5] = EnemyKillSequence[0]; EnemyParts[5].transform.GetChild(0).GetComponent().color = SetColour(EnemyPartsColours[5]); EnemyKillSequence[0] = EnemyPartsColours[5]; EnemyParts[5].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyPartsColours[5]]; EnemyParts[5].transform.GetChild(1).GetComponent().color = SetColour(EnemyPartsColours[5]); EnemyParts[6].transform.GetChild(0).GetComponent().sprite = EnemyWeakness[Random.Range(0, EnemyWeakness.Length)]; EnemyPartsColours[6] = EnemyKillSequence[1]; EnemyParts[6].transform.GetChild(0).GetComponent().color = SetColour(EnemyPartsColours[6]); EnemyKillSequence[1] = EnemyPartsColours[6]; EnemyParts[6].transform.GetChild(1).GetComponent().sprite = Symbols[EnemyPartsColours[6]]; EnemyParts[6].transform.GetChild(1).GetComponent().color = SetColour(EnemyPartsColours[6]); } int ColourCompare(Colours AttackColour, Colours DefendColour) { switch(AttackColour) { // WHITE, GREY AND BLACK ARE NEITHER WEAK NOR STRONG AGAINST // DEFENDING COLOUR SINCE THEY ARE "NON-ATTACK" COLOURS case Colours.White: return 0; case Colours.Grey: return 0; case Colours.Black: return 0; case Colours.Red: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Brown: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Orange: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Amber: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Yellow: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Lime: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Green: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Cyan: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Blue: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Indigo: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Purple: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; case Colours.Pink: // DEFEND COLOUR HAS STRONG DEFENSE IF ATTACK COLOUR IS SAME if(DefendColour == AttackColour) { return -2; } // DEFEND COLOUR HAS GOOD DEFENSE IF ATTACK COLOUR IS AN ADJACENT COLOUR else if (DefendColour == (Colours)(((int)AttackColour-1)%12) || DefendColour == (Colours)(((int)AttackColour+1)%12)) { return -1; } // DEFEND COLOUR HAS NO DEFENSE IF ATTACK COLOUR IS OPPOSITE else if (DefendColour == (Colours)(((int)AttackColour+6)%12)) { return 2; } // DEFEND COLOUR HAS WEAK DEFENSE IF ATTACK COLOUR IS ADJACENT TO OPPOSITE COLOUR else if (DefendColour == (Colours)(((int)AttackColour+5)%12) || DefendColour == (Colours)(((int)AttackColour+7)%12)) { return 1; } break; default: return 0; } // IF AN ATTACKING COLOUR DOESN'T MATCH WITH ANY OF THE ABOVE PARAMETERS // IT IS NEITHER WEAK NOR STRONG AGAINST THE DEFENDING COLOUR return 0; } Color SetColour(int robotColour) { Color colourValue = new Color(1, 1, 1, 1); switch((Colours)robotColour) { case Colours.Red: colourValue = new Color(1, 0, 0, 1); break; case Colours.Yellow: colourValue = new Color(1, 1, 0, 1); break; case Colours.Blue: colourValue = new Color(0, 0, 1, 1); break; case Colours.Grey: colourValue = new Color(0.5f, 0.5f, 0.5f, 1); break; case Colours.Orange: colourValue = new Color(1, 0.5f, 0, 1); break; case Colours.Green: colourValue = new Color(0, 0.8f, 0, 1); break; case Colours.Purple: colourValue = new Color(0.5f, 0, 1, 1); break; case Colours.Black: colourValue = new Color(0.125f, 0.125f, 0.125f, 1); break; case Colours.White: colourValue = new Color(1, 1, 1, 1); break; case Colours.Pink: colourValue = new Color(1, 0, 0.5f, 1); break; case Colours.Brown: colourValue = new Color(0.4f, 0.2f, 0, 1); break; case Colours.Lime: colourValue = new Color(0.5f, 1, 0, 1); break; case Colours.Cyan: colourValue = new Color(0, 1, 1, 1); break; case Colours.Indigo: colourValue = new Color(0.2f, 0, 1, 1); break; case Colours.Amber: colourValue = new Color(1, 0.87f, 0, 1); break; default: colourValue = new Color(1, 1, 1, 1); break; } return colourValue; } }