don't cache theme colours
This commit is contained in:
@@ -1,5 +1,4 @@
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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using NaughtyAttributes;
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using UnityEngine;
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namespace EscapeRoomEngine.Desert.Runtime
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@@ -12,14 +11,10 @@ namespace EscapeRoomEngine.Desert.Runtime
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[BoxGroup("Internal")] [Required] public MeshRenderer holoRenderer;
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private Material _material;
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private DynamicColor _puzzleColor, _solvedColor, _activeColor;
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private void Awake()
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{
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_material = holoRenderer.material;
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_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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_activeColor = Engine.Runtime.Engine.DefaultEngine.theme.activeColor;
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}
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protected override void Start()
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@@ -28,13 +23,13 @@ namespace EscapeRoomEngine.Desert.Runtime
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ButtonEvent += (_, _) =>
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{
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var color = _puzzleColor;
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var color = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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if (!Active)
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{
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color = _solvedColor;
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color = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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} else if (Pressed)
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{
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color = _activeColor;
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color = Engine.Runtime.Engine.DefaultEngine.theme.activeColor;
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}
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_material.SetColor(FresnelColor, color.hdr);
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30
Assets/Desert/Runtime/Hoop.cs
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30
Assets/Desert/Runtime/Hoop.cs
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@@ -0,0 +1,30 @@
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using System.Collections.Generic;
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using NaughtyAttributes;
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using UnityEngine;
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namespace EscapeRoomEngine.Desert.Runtime
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{
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[RequireComponent(typeof(Collider))]
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public class Hoop : MonoBehaviour
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{
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[BoxGroup("Internal")] [SerializeField]
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private List<Emission> rings;
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public bool Solved
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{
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set
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{
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if (value)
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{
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rings.ForEach(ring => ring.color = );
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}
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else
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{
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}
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}
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}
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private int _orbCount;
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}
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}
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3
Assets/Desert/Runtime/Hoop.cs.meta
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3
Assets/Desert/Runtime/Hoop.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 175342625aa94174a12590b46ad484fc
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timeCreated: 1670520604
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@@ -1,5 +1,4 @@
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using EscapeRoomEngine.Engine.Runtime.Modules;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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@@ -9,14 +8,6 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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[BoxGroup("Internal")] [Required] public Emission statusLight;
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[BoxGroup("Internal")] [Required] public Ring ring;
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private DynamicColor _puzzleColor, _solvedColor;
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private void Awake()
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{
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_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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}
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public bool StatusLight
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{
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set => statusLight.active = value;
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@@ -24,14 +15,13 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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public bool Active
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{
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get => _active;
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set
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{
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_active = value;
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statusLight.color = _active ? _puzzleColor.hdr : _solvedColor.hdr;
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ring.rotating = _active;
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if (!_active)
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statusLight.color = value ?
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Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor.hdr
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: Engine.Runtime.Engine.DefaultEngine.theme.solvedColor.hdr;
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ring.rotating = value;
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if (!value)
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{
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ring.crystal.Active = false;
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ring.symbols.ForEach(symbol => symbol.Active = false);
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@@ -39,8 +29,6 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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}
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}
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private bool _active;
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public override void SetModule(Module module) {}
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}
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}
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@@ -1,5 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using EscapeRoomEngine.Engine.Runtime.Modules;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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@@ -26,7 +25,6 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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private IOption<Symbol> _activeSymbol;
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private Animator _animator;
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private Ball _ball;
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private DynamicColor _puzzleColor, _solvedColor;
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private void Awake()
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{
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@@ -35,9 +33,6 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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List<SymbolButton> symbolInstances = new(symbols.Count);
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symbolInstances.AddRange(symbols.Select((t, i) => Instantiate(t, symbolSlots[i], false)));
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symbols = symbolInstances;
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_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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}
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protected override void Start()
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@@ -51,12 +46,12 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_A
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{
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case PuzzleEventType.Restarted:
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_ball.Active = true;
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terminalLight.color = _puzzleColor.hdr;
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terminalLight.color = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor.hdr;
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symbols.ForEach(symbol => symbol.Enable());
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break;
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case PuzzleEventType.Solved:
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_ball.Active = false;
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terminalLight.color = _solvedColor.hdr;
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terminalLight.color = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor.hdr;
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symbols.ForEach(symbol => symbol.Disable());
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break;
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case PuzzleEventType.WrongInput:
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@@ -31,17 +31,8 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_B
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[BoxGroup("Internal")] [SerializeField]
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private Crystal crystal;
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private DynamicColor _puzzleColor, _solvedColor;
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private float _previousPress = -1;
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protected override void Awake()
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{
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base.Awake();
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_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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}
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protected override void Start()
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{
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base.Start();
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@@ -52,15 +43,17 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_B
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switch (type)
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{
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case PuzzleEventType.Restarted:
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crystal.Color = _puzzleColor;
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lights.ForEach(emission => emission.color = _puzzleColor.hdr);
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rotators.ForEach(rotator => rotator.Emission.color = _puzzleColor.hdr);
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var color = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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crystal.Color = color;
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lights.ForEach(emission => emission.color = color.hdr);
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rotators.ForEach(rotator => rotator.Emission.color = color.hdr);
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buttonActions.ForEach(action => action.button.Enable());
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break;
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case PuzzleEventType.Solved:
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crystal.Color = _solvedColor;
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lights.ForEach(emission => emission.color = _solvedColor.hdr);
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rotators.ForEach(rotator => rotator.Emission.color = _solvedColor.hdr);
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color = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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crystal.Color = color;
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lights.ForEach(emission => emission.color = color.hdr);
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rotators.ForEach(rotator => rotator.Emission.color = color.hdr);
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buttonActions.ForEach(action => action.button.Disable());
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break;
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}
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@@ -1,5 +1,4 @@
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using EscapeRoomEngine.Engine.Runtime.Modules;
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using NaughtyAttributes;
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using UnityEngine;
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using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
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@@ -29,12 +28,12 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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{
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CloseHatch();
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dispenseButton.Disable();
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_light.color = _solvedColor.hdr;
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_light.color = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor.hdr;
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}
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else
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{
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dispenseButton.Enable();
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_light.color = _puzzleColor.hdr;
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_light.color = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor.hdr;
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}
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}
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}
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@@ -42,14 +41,11 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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private float _previousDispense = -1;
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private Animator _animator;
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private Emission _light;
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private DynamicColor _puzzleColor, _solvedColor;
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private void Awake()
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{
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_animator = GetComponent<Animator>();
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_light = GetComponent<Emission>();
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_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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}
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private void Start()
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@@ -1,5 +1,4 @@
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using EscapeRoomEngine.Engine.Runtime.Utilities;
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using UnityEngine;
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using UnityEngine;
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namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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{
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@@ -11,14 +10,9 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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public Emission Emission { get; private set; }
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private DynamicColor _puzzleColor, _activeColor;
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private void Awake()
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{
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Emission = GetComponent<Emission>();
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_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_activeColor = Engine.Runtime.Engine.DefaultEngine.theme.activeColor;
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}
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protected override void Start()
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@@ -35,8 +29,10 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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{
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if (Active)
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{
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orb.Color = _activeColor.hdr;
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Emission.color = _activeColor.hdr;
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var color = Engine.Runtime.Engine.DefaultEngine.theme.activeColor;
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orb.Color = color.hdr;
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Emission.color = color.hdr;
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Press();
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}
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}
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@@ -47,12 +43,14 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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var orb = other.GetComponent<HoleOrb>();
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if (orb != null)
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{
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var color = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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if (Active)
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{
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Release();
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Emission.color = _puzzleColor.hdr;
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Emission.color = color.hdr;
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}
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orb.Color = _puzzleColor.hdr;
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orb.Color = color.hdr;
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}
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}
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}
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@@ -13,16 +13,12 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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private List<Hole> _holes;
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private Dispenser _dispenser;
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private DynamicColor _puzzleColor, _solvedColor, _activeColor;
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protected override void Awake()
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{
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base.Awake();
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_holes = new List<Hole>(GetComponentsInChildren<Hole>());
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_puzzleColor = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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_activeColor = Engine.Runtime.Engine.DefaultEngine.theme.activeColor;
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}
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protected override void Start()
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@@ -35,21 +31,24 @@ namespace EscapeRoomEngine.Desert.Runtime.Puzzle_C
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switch (type)
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{
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case PuzzleEventType.Restarted:
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var color = Engine.Runtime.Engine.DefaultEngine.theme.puzzleColor;
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_holes.ForEach(hole =>
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{
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hole.Enable();
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hole.Emission.color = _puzzleColor.hdr;
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hole.Emission.color = color.hdr;
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});
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frameLight.color = _puzzleColor.hdr;
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frameLight.color = color.hdr;
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_dispenser.Reset();
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break;
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case PuzzleEventType.Solved:
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var solvedColor = Engine.Runtime.Engine.DefaultEngine.theme.solvedColor;
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var activeColor = Engine.Runtime.Engine.DefaultEngine.theme.activeColor;
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_holes.ForEach(hole =>
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{
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hole.Disable();
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hole.Emission.color = solution[hole.number] == 1 ? _activeColor.hdr : _solvedColor.hdr;
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hole.Emission.color = solution[hole.number] == 1 ? activeColor.hdr : solvedColor.hdr;
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});
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frameLight.color = _solvedColor.hdr;
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frameLight.color = solvedColor.hdr;
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_dispenser.Solve();
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break;
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}
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@@ -1,4 +1,3 @@
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using System;
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using UnityEngine;
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using Logger = EscapeRoomEngine.Engine.Runtime.Utilities.Logger;
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using LogType = EscapeRoomEngine.Engine.Runtime.Utilities.LogType;
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