Added coloured shadows to Karate Man
This is very pogchamp!
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ef710cc714
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ef27e83254
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@ -6257,6 +6257,10 @@ MonoBehaviour:
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- {fileID: 3379959602278205485, guid: 868cd67f05ca7c646bae00fcc2ba7eaa, type: 3}
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- {fileID: 3379959602278205485, guid: 868cd67f05ca7c646bae00fcc2ba7eaa, type: 3}
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- {fileID: 8497358629359107968, guid: 868cd67f05ca7c646bae00fcc2ba7eaa, type: 3}
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- {fileID: 8497358629359107968, guid: 868cd67f05ca7c646bae00fcc2ba7eaa, type: 3}
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missEffect: {fileID: 564650125393930190}
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missEffect: {fileID: 564650125393930190}
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shadows:
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- {fileID: 7248900332856218914}
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- {fileID: 7248900333476518146}
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- {fileID: 4233113091070337915}
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hitBarrel: 0
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hitBarrel: 0
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inCombo: 0
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inCombo: 0
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hitCombo: 0
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hitCombo: 0
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@ -18,6 +18,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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[SerializeField] private SpriteRenderer head;
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[SerializeField] private SpriteRenderer head;
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[SerializeField] private Sprite[] heads;
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[SerializeField] private Sprite[] heads;
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[SerializeField] private GameObject missEffect;
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[SerializeField] private GameObject missEffect;
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[SerializeField] private SpriteRenderer[] shadows;
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[Header("Properties")]
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[Header("Properties")]
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public bool hitBarrel = false;
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public bool hitBarrel = false;
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@ -168,6 +169,11 @@ namespace RhythmHeavenMania.Games.KarateMan
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Swing(null);
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Swing(null);
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}
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}
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}
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}
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for(int i=0;i < shadows.Length; i++)
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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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}
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}
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}
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public void Combo(Pot p)
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public void Combo(Pot p)
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@ -116,10 +116,14 @@ namespace RhythmHeavenMania.Games.KarateMan
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private void Update()
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private void Update()
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{
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{
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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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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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}
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else
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else
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{
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spriteComp.enabled = false;
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spriteComp.enabled = false;
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}
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float time2Destroy = Conductor.instance.GetPositionFromBeat(createBeat, 4);
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float time2Destroy = Conductor.instance.GetPositionFromBeat(createBeat, 4);
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