PrepareForCutscene
This commit is contained in:
@@ -192,6 +192,13 @@ namespace Marro.PacManUdon
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pelletManager.SetPowerPelletsBlink(false);
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}
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private void PrepareForCutscene()
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{
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HideEverything();
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RestartLevel();
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SetFrozen(true);
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}
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public void GotPellet(bool addScore = true)
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{
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pelletCountRemaining--;
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@@ -329,7 +329,7 @@
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for (int i = 0; i < ghosts.Length; i++)
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{
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ghosts[i].SetHousePelletCounterLimit(privatePelletCounterReleaseValues[i]);
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ghosts[i].Reset(); // Reset needed to properly apply level
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Reset(); // Reset needed to properly apply level
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}
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}
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@@ -9,9 +9,9 @@ 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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SetGameState(PacManGameState.AttractModeDemo);
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HideEverything();
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SetFrozen(true);
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break;
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case 1:
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InitializeLevel();
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@@ -19,9 +19,7 @@ namespace Marro.PacManUdon
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SetLevel(1);
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break;
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case 2:
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// Reset ghosts
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RestartLevel();
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// Setup ghosts
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ghostManager.Ghosts[0].SetPredefinedPath(new Vector2[]{ // Blinky
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Vector2.down,
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Vector2.left,
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@@ -9,13 +9,12 @@ 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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SetGameState(PacManGameState.AttractMode);
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// Initialize
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soundManager.SuppressSound(true);
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RestartLevel();
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HideEverything();
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SetFrozen(true);
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attractScreen.gameObject.SetActive(true);
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attractScreen.Initialize();
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for (int i = 0; i <= 15; i++)
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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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@@ -20,7 +21,6 @@ namespace Marro.PacManUdon
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soundManager.SuppressSound(false);
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soundManager.StartIntermissionSound();
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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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@@ -28,7 +28,6 @@ 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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@@ -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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@@ -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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@@ -20,7 +21,6 @@ namespace Marro.PacManUdon
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soundManager.SuppressSound(false);
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soundManager.StartIntermissionSound();
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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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@@ -28,7 +28,6 @@ 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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@@ -12,12 +12,10 @@ namespace Marro.PacManUdon
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// Prepare new game, hide everything except score bar
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gameState = PacManGameState.InGame;
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HideEverything();
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InitializeNewGame();
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InitializeLevel();
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RestartLevel();
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SetFrozen(true);
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PrepareForCutscene();
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soundManager.SuppressSound(false);
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soundManager.PlayGameStartSound();
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break;
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@@ -7,9 +7,10 @@ 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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// Reset, show maze and score display
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InitializeLevel();
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RestartLevel();
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SetMazeVisible(true);
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statusDisplay.SetScoreDisplayVisible(true);
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break;
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@@ -7,8 +7,9 @@ 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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SetGameState(PacManGameState.WaitForStart);
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HideEverything();
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soundManager.SuppressSound(false);
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soundManager.PlayCoinSound();
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break;
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