Not all code paths return a value line 60 and 71.
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SeaTurtle : MonoBehaviour
{
public LayerMask Player;
public GameObject PlayerVar;
public Transform SeaTurtleAttackOnePointOne;
public Transform SeaTurtleAttackOnePointTwo;
public Transform SeaTurtleAttackTwoPointOne;
public Transform SeaTurtleAttackTwoPointTwo;
public float TimeBetweenAttacks;
private float Timer;
private int RandomInt;
private bool IsAttacking;
public float AttackOneDamage;
public float AttackTwoDamage;
void Start()
{
Timer = TimeBetweenAttacks;
IsAttacking = false;
}
void Update()
{
if(Timer > 0 && IsAttacking == false)
{
Timer -= Time.deltaTime;
}
if(Timer <= 0 && IsAttacking == false)
{
Timer = TimeBetweenAttacks;
GenerateRandomInt();
IsAttacking = true;
}
if(IsAttacking == true && RandomInt == 1)
{
StartCoroutine(AttackOne());
}
if(IsAttacking == true && RandomInt == 2)
{
StartCoroutine(AttackTwo());
}
}
private void GenerateRandomInt()
{
RandomInt = Random.Range(1,3);
}
IEnumerator AttackOne()
{
Collider2D[ ] HitPlayersOne = Physics2D.OverlapAreaAll(SeaTurtleAttackOnePointOne.position, SeaTurtleAttackOnePointTwo.position, Player);
foreach(Collider2D PlayerVarOne in HitPlayersOne)
{
PlayerVar.GetComponent().TakeDamage(AttackOneDamage);
}
IsAttacking = false;
}
IEnumerator AttackTwo()
{
Collider2D[ ] HitPlayersTwo = Physics2D.OverlapAreaAll(SeaTurtleAttackTwoPointOne.position, SeaTurtleAttackTwoPointTwo.position, Player);
foreach(Collider2D PlayerVarTwo in HitPlayersTwo)
{
PlayerVar.GetComponent().TakeDamage(AttackTwoDamage);
}
IsAttacking = false;
}
}`