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diff --git a/Thronefall_v1.0/Decompile/Colorscheme.cs b/Thronefall_v1.0/Decompile/Colorscheme.cs
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+using UnityEngine;
+
+[CreateAssetMenu(fileName = "New Color Scheme", menuName = "SimpleSiege/Colorscheme")]
+public class Colorscheme : ScriptableObject
+{
+ public readonly Color dayLightColor = Color.white;
+
+ public Color sunsetLightColor;
+
+ public Color nightLightColor;
+
+ public Color globalShadowColor;
+
+ [Header("Enemies")]
+ public Color enemyLightColor;
+
+ public Color enemyMidColor;
+
+ [Header("Allies")]
+ public Color allyLightColor;
+
+ public Color allyMidColor;
+
+ [Header("Player")]
+ public Color playerLightColor;
+
+ public Color playerMidColor;
+
+ public Color playerCapeLightColor;
+
+ public Color playerCapeMidColor;
+
+ public Color playerCrownLightColor;
+
+ public Color playerCrownMidColor;
+
+ public Color horseLightColor;
+
+ public Color horseMidColor;
+
+ [Header("Buildings")]
+ public Color buildingLightColor;
+
+ public Color buildingMidColor;
+
+ public Color coinLightColor;
+
+ public Color coinMidColor;
+
+ [Header("Environment")]
+ public Color groundColor;
+
+ public Color groundColorHigh;
+
+ public Color groundColorLow;
+
+ public Color treeLightColor;
+
+ public Color treeMidColor;
+
+ public Color rockLightColor;
+
+ public Color rockMidColor;
+
+ public Color waterLightColor;
+
+ public Color waterSecondaryColor;
+
+ public Color roadColor;
+
+ [Header("UI")]
+ public Color upgradeInteractorColor;
+
+ [Header("Post Processing")]
+ public float brightness;
+
+ public Color topColorAdd = Color.black;
+
+ public Color botColorAdd = Color.black;
+
+ public float contrast = 1f;
+
+ public float saturation = 1f;
+
+ public float mix = 1f;
+
+ [Header("Particles")]
+ public GameObject particlesToAttachToPlayer;
+
+ private void OnValidate()
+ {
+ ColorAndLightManager colorAndLightManager = Object.FindObjectOfType<ColorAndLightManager>();
+ if ((bool)colorAndLightManager)
+ {
+ colorAndLightManager.ApplyColorScheme(this);
+ }
+ }
+}