Make Vampire empty color on death
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da9eefa00e
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@ -80,10 +80,10 @@ MonoBehaviour:
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<attackDmg>k__BackingField: 0
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attackCooldown: 0
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target: {fileID: 0}
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<renderer>k__BackingField: {fileID: 0}
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<renderer>k__BackingField: {fileID: 3061273954050112714}
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halo: {fileID: 0}
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deadColor: {r: 1, g: 0, b: 0, a: 1}
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emptyColor: {r: 1, g: 0, b: 0, a: 1}
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emptyColor: {r: 0.25490198, g: 0.25490198, b: 0.25490198, a: 0.7019608}
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animator: {fileID: 0}
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playerStats: {fileID: 11400000, guid: 12a626b5a296d934ba078d222ad6ba98, type: 2}
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playerMovement: {fileID: 0}
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@ -16,8 +16,7 @@ public class Entity : MonoBehaviour {
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public Arena arena = null!;
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[SerializeField]
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[Required]
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[SerializeField] [Required]
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public GameFlowManager gameFlowManager = null!;
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[field: SerializeField] public float Health { get; private set; }
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@ -38,7 +37,7 @@ public class Entity : MonoBehaviour {
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public Vector3 direction { get; set; }
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public Rigidbody2D rb { get; private set; } = null!;
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public new Collider2D collider { get; private set; } = null!;
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[field: SerializeField]public new SpriteRenderer renderer { get; private set; }
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[field: SerializeField] [field: Required]public new SpriteRenderer renderer { get; private set; }
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[SerializeField] GameObject halo;
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[SerializeField] protected Color deadColor = Color.red;
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[SerializeField] protected Color emptyColor = Color.grey;
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@ -34,5 +34,8 @@ public class VampireEntity : Entity {
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public bool IsInSafeZone() => playerMovement.IsInSafeZone;
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protected override void OnDied() => gameFlowManager.GameOver();
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protected override void OnDied() {
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OnEmpty();
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gameFlowManager.GameOver();
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}
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}
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