Pacman syncs really well now
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@@ -3,8 +3,6 @@ using UnityEngine;
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namespace Marro.PacManUdon
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{
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enum PacManGhostType
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{
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Caught,
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@@ -48,7 +46,6 @@ namespace Marro.PacManUdon
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private Vector3 startPosition;
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private Quaternion startRotation;
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private Vector3 startScale;
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private Vector2 homePosition;
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private Vector2 idlePosition1;
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@@ -81,7 +78,7 @@ namespace Marro.PacManUdon
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private bool housePelletCounterActive;
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private bool turnAroundSoon;
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public void Initialize(PacMan pacMan, Ghost blinky, Vector2 homePosition, Vector2 idlePosition1, Vector2 idlePosition2, Vector2 cornerPosition)
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public void Initialize(PacMan pacMan, Ghost blinky, Transform startTransform, Vector2 homePosition, Vector2 idlePosition1, Vector2 idlePosition2, Vector2 cornerPosition)
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{
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ghostManager = transform.parent.GetComponent<GhostManager>();
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animator = GetComponent<Animator>();
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@@ -96,21 +93,16 @@ namespace Marro.PacManUdon
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scoreBonusDisplay = transform.Find("ScoreBonusDisplay").gameObject.GetComponent<ScoreBonusDisplay>();
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scoreBonusDisplay.Initialize();
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startPosition = transform.localPosition;
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startRotation = transform.localRotation;
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startScale = transform.localScale;
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startPosition = startTransform.localPosition;
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startRotation = startTransform.localRotation;
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frozenState = PacManGhostFrozenState.Frozen;
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// Debug.Log($"{gameObject} Begin localScale = {initialScale}");
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}
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public void Reset()
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{
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// Debug.Log($"{gameObject} Reset!");
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transform.localPosition = startPosition;
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transform.localRotation = startRotation;
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transform.localScale = startScale;
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// Debug.Log($"{gameObject} Reset localScale = {transform.localScale}");
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transform.SetLocalPositionAndRotation(startPosition, startRotation);
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if (startState == PacManGhostStartState.Outside)
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{
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