Files
Super-Robo-Squad/Assets/Scripts/GMScript.cs
T

1267 lines
37 KiB
C#

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<SpriteRenderer>().color =
SetColour(PartyColours[i]);
PartyMembers[i].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[PartyColours[i]];
PartyMembers[i].transform.GetChild(1).GetComponent<SpriteRenderer>().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<SpriteRenderer>().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<SpriteRenderer>().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<SpriteRenderer>().sprite = null;
Animator attack = PartyMembers[OrderNumbers[i]-1].transform.GetComponent<Animator>();
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<SpriteRenderer>().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<SpriteRenderer>().color =
SetColour((int)partyMember);
Hit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[(int)partyMember];
Hit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour((int)partyMember);
Hit.SetActive(true);
Animator hit = Hit.transform.GetComponent<Animator>();
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<SpriteRenderer>().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<SpriteRenderer>().color =
SetColour((int)partyMember);
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[(int)partyMember];
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour((int)partyMember);
EnemyHit.SetActive(true);
Animator hit = EnemyHit.transform.GetComponent<Animator>();
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<SpriteRenderer>().color =
SetColour(attackColour);
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[attackColour];
EnemyHit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(attackColour);
if((Colours)attackColour == Colours.White ||
(Colours)attackColour == Colours.Grey ||
(Colours)attackColour == Colours.Black)
{
Hit.transform.GetComponent<SpriteRenderer>().color =
SetColour(attackColour);
Hit.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
Symbols[attackColour];
Hit.transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(attackColour);
Hit.SetActive(true);
Animator hit = Hit.transform.GetComponent<Animator>();
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<SpriteRenderer>().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<Animator>();
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]);
// 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<SpriteRenderer>().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<SpriteRenderer>().color =
SetColour(EnemyKillSequence[0]);
EnemyParts[6].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyKillSequence[0]];
EnemyParts[6].transform.GetChild(1).GetComponent<SpriteRenderer>().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;
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<Animator>();
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<SpriteRenderer>().sprite =
EnemyAntenna[Random.Range(0, EnemyAntenna.Length)];
EnemyPartsColours[0] = Random.Range(0, 15);
EnemyParts[0].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[0]);
EnemyParts[0].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[0]];
EnemyParts[0].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[0]);
EnemyParts[1].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyHead[Random.Range(0, EnemyHead.Length)];
EnemyPartsColours[1] = Random.Range(0, 15);
EnemyParts[1].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[1]);
EnemyParts[1].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[1]];
EnemyParts[1].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[1]);
EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyBody[Random.Range(0, EnemyBody.Length)];
EnemyPartsColours[2] = Random.Range(0, 12);
EnemyParts[2].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[2]);
EnemyParts[2].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[2]];
EnemyParts[2].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[2]);
EnemyParts[2].transform.GetChild(2).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[2]];
EnemyParts[2].transform.GetChild(2).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[2]);
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyArm[Random.Range(0, EnemyArm.Length)];
EnemyPartsColours[3] = Random.Range(0, 12);
EnemyParts[3].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[3]);
EnemyParts[3].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[3]];
EnemyParts[3].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[3]);
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyArm[Random.Range(0, EnemyArm.Length)];
EnemyPartsColours[4] = Random.Range(0, 12);
EnemyParts[4].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[4]);
EnemyParts[4].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[4]];
EnemyParts[4].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[4]);
EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyChest[Random.Range(0, EnemyChest.Length)];
EnemyPartsColours[5] = EnemyKillSequence[0];
EnemyParts[5].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[5]);
EnemyKillSequence[0] = EnemyPartsColours[5];
EnemyParts[5].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[5]];
EnemyParts[5].transform.GetChild(1).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[5]);
EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().sprite =
EnemyWeakness[Random.Range(0, EnemyWeakness.Length)];
EnemyPartsColours[6] = EnemyKillSequence[1];
EnemyParts[6].transform.GetChild(0).GetComponent<SpriteRenderer>().color =
SetColour(EnemyPartsColours[6]);
EnemyKillSequence[1] = EnemyPartsColours[6];
EnemyParts[6].transform.GetChild(1).GetComponent<SpriteRenderer>().sprite =
Symbols[EnemyPartsColours[6]];
EnemyParts[6].transform.GetChild(1).GetComponent<SpriteRenderer>().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;
}
}