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(Idea 1) Use colliders for area covered by light source. If light source goes out the collider is turned on. Everything inside collider is considered in darkness.
(Idea 2) Raycast from each active light source to each entity. If all raycasts can't reach an entity it is in darkness. Taking out a light source stops it from sending out raycasts to entities.
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The text was updated successfully, but these errors were encountered: