Debug brain display of unlocked gardens to take into account the bosses
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@@ -73,7 +73,8 @@ func _ready() -> void:
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var distribution: Array[int] = Gardens.get_lessons_distribution(Database.get_lessons_count(), gardens_layout.gardens)
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for index: int in range(gardens_layout.gardens.size()):
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var can_emit: bool = true
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if distribution[index] > 0 and UserDataManager.student_progression.unlocks.has(lesson_ind) and UserDataManager.student_progression.unlocks[lesson_ind]["look_and_learn"] != StudentProgression.Status.Locked:
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var is_blocked_by_boss: bool = UserDataManager.student_progression.is_lesson_blocked_by_boss(lesson_ind)
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if distribution[index] > 0 and UserDataManager.student_progression.unlocks.has(lesson_ind) and UserDataManager.student_progression.unlocks[lesson_ind]["look_and_learn"] != StudentProgression.Status.Locked and not is_blocked_by_boss:
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garden_buttons[index].set_disabled(false)
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garden_buttons[index].self_modulate = unlocked_colors[index]
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else:
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@@ -85,10 +86,13 @@ func _ready() -> void:
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for _index2: int in range(distribution[index]):
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if can_emit and not emitting:
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emitting = false
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for game: StudentProgression.Status in UserDataManager.student_progression.unlocks[lesson_ind]["games"]:
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if game == StudentProgression.Status.Unlocked or game == StudentProgression.Status.Locked:
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emitting = true
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break
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if UserDataManager.student_progression.is_lesson_blocked_by_boss(lesson_ind):
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can_emit = false
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else:
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for game: StudentProgression.Status in UserDataManager.student_progression.unlocks[lesson_ind]["games"]:
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if game == StudentProgression.Status.Unlocked or game == StudentProgression.Status.Locked:
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emitting = true
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break
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lesson_ind += 1
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particles[index].emitting = emitting
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