thats true but what about if the shadows are dynamic and can change
i want to make it like this game =
will it have any problems
What exactly is a “shadow” in your game? Do you want to make use of some property, like cast shadows, created by actual lights? This seems not trivial. I wouldn’t do it that way, but if so, find out more about how light system works, and then you can look for building something with playmaker, ask for actions etc. A bit simpler, but still not optimal, you could build something around colour picking values and use that to determine shadows.
I think you should keep it simple. Consider a game object with a simple trigger collider on it, lets say a sphere or circle, attach this to a spotlight. Now the spotlight represents “in the trigger”. Likewise, think without the metaphor and purely in mechanics. Then dress up the mechanics as you want. For example all areas that are lit, also have a trigger roughly around the area you want. They can move around, be switched on and off and so forth.
Now you can use simple mechanics, global events like On Trigger ... to determine if the player is in light (or shadows), and make bool checks and hook up everything else to that.