// Update is called once per frame void Update() { if (playerCom.Lose(playerHealthRemain) == false) { Debug.Log(playerCom.stunnedComponents); int randNumber = Random.Range(0, playerComponents.Count); timer = timer + 1; if (timer < Reload) { Debug.Log("Not Firing"); } if (timer > Reload) { if (playerComponents[randNumber].DmgTaken == 0) { playerComponents[randNumber].Obj.transform.gameObject.GetComponent <Renderer>().material.color = new Color(1.0f, 0.39f, 0.0f, 1); playerComponents[randNumber].DmgTaken = 1; playerHealthRemain = playerHealthRemain - 2; player.GetComponent <PlayerCommands>().healthRemaining = playerHealthRemain; playerCom.score.scoreVal = playerCom.score.scoreVal - 10; timer = 0; return; } if (playerComponents[randNumber].DmgTaken == 1) { playerComponents[randNumber].Obj.transform.gameObject.GetComponent <Renderer>().material.color = new Color(0.59f, 0.0f, 0, 1); playerComponents[randNumber].DmgTaken = 2; playerHealthRemain = playerHealthRemain - 4; player.GetComponent <PlayerCommands>().healthRemaining = playerHealthRemain; playerCom.score.scoreVal = playerCom.score.scoreVal - 20; timer = 0; return; } if (playerComponents[randNumber].DmgTaken == 2) { playerComponents[randNumber].Obj.transform.gameObject.GetComponent <Renderer>().material.color = Color.black; playerComponents[randNumber].DmgTaken = 3; playerHealthRemain = playerHealthRemain - 6; player.GetComponent <PlayerCommands>().healthRemaining = playerHealthRemain; playerCom.score.scoreVal = playerCom.score.scoreVal - 30; timer = 0; return; } if (playerComponents[randNumber].DmgTaken == 3) { playerComponents[randNumber].Obj.transform.gameObject.GetComponent <Renderer>().material.color = Color.blue; playerComponents[randNumber].DmgTaken = 4; playerComponents[randNumber].isStuned = true; playerCom.stunnedComponents = playerCom.stunnedComponents + 1; playerCom.score.scoreVal = playerCom.score.scoreVal - 40; timer = 0; if (bulletsFired >= 0 && bulletsFired <= Capacity) { int DmgDealt = Random.Range(0, 50); Debug.Log("Firing Shot"); playerHealthRemain = playerHealthRemain - DmgDealt; player.GetComponent <PlayerCommands>().healthRemaining = playerHealthRemain; bulletsFired = bulletsFired + 1; } if (bulletsFired == 4 && timer > Reload) { bulletsFired = 0; return; } } } } }