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- public void CompareStats()
- {
- //THIS SECTION NEEDS MAJOR OPTIMIZATION
- //DEAR GOD PLEASE COME BACK AND FIX THIS AT SOME POINT
- //SERIOUSLY, THIS IS REALLY BAD
- //Insert a for loop that runs for each and compare against the rest then add to array increasing array int each time
- Enemy1Speed = Enemy1.GetComponent<EnemyStats>().Speed;
- Enemy2Speed = Enemy2.GetComponent<EnemyStats>().Speed;
- Player1Speed = Player1.GetComponent<PlayerStats>().Speed;
- Player2Speed = Player2.GetComponent<PlayerStats>().Speed;
- //Enemy1 Position
- if(Enemy1Speed > Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed > Player2Speed)
- {
- AttackOrder[0] = Enemy1;
- }
- else if(Enemy1Speed > Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed < Player2Speed ||
- Enemy1Speed > Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed > Player2Speed ||
- Enemy1Speed < Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed > Player2Speed)
- {
- AttackOrder[1] = Enemy1;
- }
- else if(Enemy1Speed > Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed < Player2Speed ||
- Enemy1Speed < Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed > Player2Speed ||
- Enemy1Speed < Enemy2Speed && Enemy1Speed > Player1Speed && Enemy1Speed < Player2Speed)
- {
- AttackOrder[2] = Enemy1;
- }
- else if(Enemy1Speed < Enemy2Speed && Enemy1Speed < Player1Speed && Enemy1Speed < Player2Speed)
- {
- AttackOrder[3] = Enemy1;
- }
- else if(Enemy1Speed == Enemy2Speed || Enemy1Speed == Player1Speed || Enemy1Speed == Player2Speed)
- {
- Enemy1.GetComponent<EnemyStats>().Speed = Random.Range (5,21);
- CompareStats();
- Debug.Log ("Enemy1 Had to ReRoll");
- return;
- }
- //Enemy2 Position
- if(Enemy2Speed > Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed > Player2Speed)
- {
- AttackOrder[0] = Enemy2;
- }
- else if(Enemy2Speed > Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed < Player2Speed ||
- Enemy2Speed > Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed > Player2Speed ||
- Enemy2Speed < Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed > Player2Speed)
- {
- AttackOrder[1] = Enemy2;
- }
- else if(Enemy2Speed > Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed < Player2Speed ||
- Enemy2Speed < Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed > Player2Speed ||
- Enemy2Speed < Enemy1Speed && Enemy2Speed > Player1Speed && Enemy2Speed < Player2Speed)
- {
- AttackOrder[2] = Enemy2;
- }
- else if(Enemy2Speed < Enemy1Speed && Enemy2Speed < Player1Speed && Enemy2Speed < Player2Speed)
- {
- AttackOrder[3] = Enemy2;
- }
- else if(Enemy2Speed == Enemy1Speed || Enemy2Speed == Player1Speed || Enemy2Speed == Player2Speed)
- {
- Enemy2.GetComponent<EnemyStats>().Speed = Random.Range (5,21);
- CompareStats();
- Debug.Log ("Enemy2 Had to ReRoll");
- return;
- }
- //Player1 Position
- if(Player1Speed > Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed > Player2Speed)
- {
- AttackOrder[0] = Player1;
- }
- else if(Player1Speed > Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed < Player2Speed ||
- Player1Speed > Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed > Player2Speed ||
- Player1Speed < Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed > Player2Speed)
- {
- AttackOrder[1] = Player1;
- }
- else if(Player1Speed > Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed < Player2Speed ||
- Player1Speed < Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed > Player2Speed ||
- Player1Speed < Enemy2Speed && Player1Speed > Enemy1Speed && Player1Speed < Player2Speed)
- {
- AttackOrder[2] = Player1;
- }
- else if(Player1Speed < Enemy2Speed && Player1Speed < Enemy1Speed && Player1Speed < Player2Speed)
- {
- AttackOrder[3] = Player1;
- }
- else if(Player1Speed == Enemy1Speed || Player1Speed == Enemy2Speed || Player1Speed == Player2Speed)
- {
- Player1.GetComponent<PlayerStats>().Speed = Random.Range (5,21);
- CompareStats();
- Debug.Log ("Player1 Had to ReRoll");
- return;
- }
- //Player2 Position
- if(Player2Speed > Enemy2Speed && Player2Speed > Player1Speed && Player2Speed > Enemy1Speed)
- {
- AttackOrder[0] = Player2;
- }
- else if(Player2Speed > Enemy2Speed && Player2Speed > Player1Speed && Player2Speed < Enemy1Speed ||
- Player2Speed > Enemy2Speed && Player2Speed < Player1Speed && Player2Speed > Enemy1Speed ||
- Player2Speed < Enemy2Speed && Player2Speed > Player1Speed && Player2Speed > Enemy1Speed)
- {
- AttackOrder[1] = Player2;
- }
- else if(Player2Speed > Enemy2Speed && Player2Speed < Player1Speed && Player2Speed < Enemy1Speed ||
- Player2Speed < Enemy2Speed && Player2Speed < Player1Speed && Player2Speed > Enemy1Speed ||
- Player2Speed < Enemy2Speed && Player2Speed > Player1Speed && Player2Speed < Enemy1Speed)
- {
- AttackOrder[2] = Player2;
- }
- else if(Player2Speed < Enemy2Speed && Player2Speed < Player1Speed && Player2Speed < Enemy1Speed)
- {
- AttackOrder[3] = Player2;
- }
- else if(Player2Speed == Enemy1Speed || Player2Speed == Enemy2Speed || Player2Speed == Player1Speed)
- {
- Player2.GetComponent<PlayerStats>().Speed = Random.Range (5,21);
- CompareStats();
- Debug.Log ("Player2 Had to ReRoll");
- return;
- }
- //Order is done, now make them attack each other!
- AttackPhase();
- }
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