don't cache theme colours
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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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