Shadow colours are much more accurate
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69cb7a729b
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@ -172,7 +172,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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for(int i=0;i < shadows.Length; i++)
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for(int i=0;i < shadows.Length; i++)
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{
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{
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shadows[i].color = Color.Lerp(KarateMan.instance.BGColor, new Color(35 / 255, 75 / 255, 1 / 255), 0.25f);
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shadows[i].color = KarateMan.instance.GetShadowColor();
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}
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}
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}
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}
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@ -29,6 +29,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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public Color[] LightBulbColors;
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public Color[] LightBulbColors;
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public Color[] BackgroundColors;
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public Color[] BackgroundColors;
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public static Color ShadowBlendColor = new Color(195f / 255f, 48f / 255f, 2f / 255f);
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const float hitVoiceOffset = 0.042f;
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const float hitVoiceOffset = 0.042f;
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@ -308,5 +309,12 @@ namespace RhythmHeavenMania.Games.KarateMan
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shadow.transform.SetAsLastSibling();
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shadow.transform.SetAsLastSibling();
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bomb.GetComponent<Bomb>().shadow = shadow;
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bomb.GetComponent<Bomb>().shadow = shadow;
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}
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}
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public Color GetShadowColor()
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{
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var col = Color.LerpUnclamped(KarateMan.instance.BGColor, KarateMan.ShadowBlendColor, 0.45f);
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return col;
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}
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}
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}
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}
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}
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@ -118,7 +118,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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if (Conductor.instance.songPositionInBeats >= createBeat)
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if (Conductor.instance.songPositionInBeats >= createBeat)
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{
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{
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spriteComp.enabled = true;
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spriteComp.enabled = true;
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shadowSpriteComp.color = Color.Lerp(KarateMan.instance.BGColor, new Color(35 / 255, 75 / 255, 1 / 255), 0.25f);
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shadowSpriteComp.color = KarateMan.instance.GetShadowColor();
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}
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}
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else
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else
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{
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{
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