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recolourable shadows
- rework now has parity with the old version
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@ -16,6 +16,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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public GameObject Shadow;
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public GameObject ShadowInstance;
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SpriteRenderer shadowRenderer;
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//hit effects
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public GameObject HitMark;
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@ -171,6 +172,8 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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transform.rotation = Quaternion.Euler(0, 0, transform.rotation.eulerAngles.z + (-360f * Time.deltaTime) + UnityEngine.Random.Range(0f, 360f));
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ShadowInstance = GameObject.Instantiate(Shadow, KarateMan.instance.ItemHolder);
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shadowRenderer = ShadowInstance.GetComponent<SpriteRenderer>();
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shadowRenderer.color = KarateMan.instance.GetShadowColor();
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ShadowInstance.SetActive(true);
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ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
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}
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@ -263,6 +266,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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break;
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}
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ShadowInstance.transform.position = new Vector3(transform.position.x, floorHeight - 0.5f, transform.position.z);
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shadowRenderer.color = KarateMan.instance.GetShadowColor();
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}
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void CreateHitMark(bool useLocalPos = false)
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