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Default shock layer color
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@ -19,8 +19,9 @@ namespace NewHorizons.Components
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public Color _fogOrigTint;
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[Space]
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public MeshRenderer _shockLayer;
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public static readonly Color _shockLayerDefaultColor = new Color(0.3569f, 0.7843f, 1f, 1f);
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[ColorUsage(true, true)]
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public Color _shockLayerColor = new Color(0.3569f, 0.7843f, 1f, 1f);
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public Color _shockLayerColor = _shockLayerDefaultColor;
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public float _shockLayerStartRadius = 1000f;
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public float _shockLayerFullRadius = 10000f;
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public float _shockLayerTrailLength = 300f;
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@ -94,7 +95,7 @@ namespace NewHorizons.Components
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{
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if (!_shockLayer.enabled) _shockLayer.enabled = true;
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Vector3 dir = Vector3.Normalize(transform.position - _starEvolutionController.transform.position);
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s_matPropBlock_ShockLayer.SetColor(s_propID_Color, _starEvolutionController.SupernovaColour != null ? _starEvolutionController.SupernovaColour.ToColor() : new Color(0.3569f, 0.7843f, 1f, 1f));
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s_matPropBlock_ShockLayer.SetColor(s_propID_Color, _starEvolutionController.SupernovaColour != null ? _starEvolutionController.SupernovaColour.ToColor() : _shockLayerColor);
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s_matPropBlock_ShockLayer.SetMatrix(s_propID_WorldToLocalShockMatrix, Matrix4x4.TRS(transform.position, Quaternion.LookRotation(dir, Vector3.up), Vector3.one).inverse);
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s_matPropBlock_ShockLayer.SetVector(s_propID_Dir, dir);
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s_matPropBlock_ShockLayer.SetFloat(s_propID_Length, _shockLayerTrailLength);
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