PrepareForCutscene
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@@ -11,8 +11,9 @@ namespace Marro.PacManUdon
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switch (sequenceProgress)
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{
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case 0:
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PrepareForCutscene();
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// Show just level display
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RestartLevel();
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statusDisplay.SetLevelDisplayVisible(true);
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break;
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case 1:
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@@ -27,7 +28,6 @@ namespace Marro.PacManUdon
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break;
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case 3:
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// Start animation, pacman running and blinky prepared to chase
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pacMan.Reset();
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pacMan.SetLevel(4);
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pacMan.SetPowerPellet(false); // Update speed
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pacMan.SetKinematic(true);
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@@ -35,7 +35,6 @@ namespace Marro.PacManUdon
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pacMan.SetPosition(intermissionScreenElements[0].transform.localPosition);
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pacMan.SetDirection(Vector2.left);
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ghostManager.Reset();
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ghostManager.SetLevel(5);
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ghostManager.SetKinematic(true);
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ghostManager.gameObject.SetActive(true);
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