Run Re-Do
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@@ -37,6 +37,30 @@ namespace ProjectM.Client
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Color expFog = cfg != null ? cfg.ExpeditionFogColor : new Color(0.851f, 0.549f, 0.227f, 1f);
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float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.010f;
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Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.910f, 0.769f, 0.604f, 1f);
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// Step 14 (expedition redesign): the EXPEDITION-side palette keys on the replicated per-room biome
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// (RunInfo.CurrentBiome) so every room re-themes — the camera-X blend still owns the base↔run fade.
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// Palettes are code consts (cosmetic; per-biome config knobs can layer on later without churn).
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if (SystemAPI.TryGetSingleton<ProjectM.Simulation.RunInfo>(out var runInfo)
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&& runInfo.Lifecycle != ProjectM.Simulation.RunLifecycle.Staging)
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{
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switch (runInfo.CurrentBiome)
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{
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case ProjectM.Simulation.RoomBiomeId.Meadow:
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expFog = new Color(0.62f, 0.82f, 0.62f, 1f); expDen = 0.008f;
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expAmb = new Color(0.68f, 0.88f, 0.70f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Cavern:
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expFog = new Color(0.42f, 0.48f, 0.60f, 1f); expDen = 0.014f;
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expAmb = new Color(0.50f, 0.56f, 0.72f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Blight:
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expFog = new Color(0.55f, 0.42f, 0.62f, 1f); expDen = 0.016f;
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expAmb = new Color(0.62f, 0.50f, 0.70f, 1f);
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break;
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// Arid keeps the config/default orange above.
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}
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}
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float x = _cam.transform.position.x;
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float t = Mathf.Clamp01((x - (boundary - half)) / (2f * half));
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