Fixed things related to stars
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@ -24,6 +24,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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private AgbStar[] currentStars;
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private int collectiveEvoStage = 1;
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private GameEvent blinkEvent = new GameEvent();
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private float halfScreenBoundaryX = 17.77695f / 2;
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private void Awake()
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{
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@ -53,9 +54,13 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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private void Blink()
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{
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List<AgbStar> alreadyBlinked = new List<AgbStar>();
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for (int i = 0; i < blinkAmount; i++)
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{
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currentStars[UnityEngine.Random.Range(0, currentStars.Length)].Blink();
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AgbStar blinkedStar = currentStars[UnityEngine.Random.Range(0, currentStars.Length)];
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if (alreadyBlinked.Count > 0 && alreadyBlinked.Contains(blinkedStar)) continue;
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blinkedStar.Blink();
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alreadyBlinked.Add(blinkedStar);
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}
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}
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@ -64,7 +69,7 @@ namespace HeavenStudio.Games.Scripts_AgbNightWalk
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for (int i = 0; i < amount; i++)
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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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List<AgbStar> onScreenStars = nonEvolvedStars.FindAll(x => x.transform.localPosition.x <= halfScreenBoundaryX && x.transform.localPosition.x >= -halfScreenBoundaryX && x.transform.localPosition.y <= 5 && x.transform.localPosition.y >= -5);
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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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