Small fix to roll cue sound logic
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6933e47b74
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@ -339,8 +339,12 @@ namespace HeavenStudio.Games
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if (end.beat <= entity.beat) tempEnds.Add(end);
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}
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}
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tempEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
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double lastSwitchBeat = tempEnds[^1].beat;
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double lastSwitchBeat = double.MinValue;
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if (tempEnds.Count > 0)
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{
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tempEnds.Sort((x, y) => x.beat.CompareTo(y.beat));
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lastSwitchBeat = tempEnds[^1].beat;
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}
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double countInBeat = double.MinValue;
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float countInLength = 0;
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FindCountInBeatAndLength(lastSwitchBeat, ref countInBeat, ref countInLength);
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@ -400,6 +404,7 @@ namespace HeavenStudio.Games
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public static void PlayRollCue(double beat, RiqEntity entity)
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{
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if (!IsValidRollCue(entity)) return;
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Debug.Log("played roll sound");
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("games/nightWalkRvl/highJump1", beat - 1),
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@ -65,7 +65,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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{
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List<AgbStar> nonEvolvedStars = currentStars.ToList().FindAll(x => x.evoStage == collectiveEvoStage);
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List<AgbStar> onScreenStars = nonEvolvedStars.FindAll(x => x.transform.localPosition.x <= 17.77695f && x.transform.localPosition.x >= -17.77695f && x.transform.localPosition.y <= 10 && x.transform.localPosition.y >= -10);
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Debug.Log("OnScreen: " + onScreenStars.Count + " nonEvolved: " + nonEvolvedStars.Count);
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//Debug.Log("OnScreen: " + onScreenStars.Count + " nonEvolved: " + nonEvolvedStars.Count);
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if (onScreenStars.Count > 0)
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{
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AgbStar randomStar = onScreenStars[UnityEngine.Random.Range(0, onScreenStars.Count)];
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