Refactored starting new level
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File diff suppressed because it is too large
Load Diff
@@ -132,22 +132,14 @@ namespace Marro.PacManUdon
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SetLevel(1);
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}
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private void InitializeLevel()
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{
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//Debug.Log($"{gameObject} New level started!");
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ghostManager.NewLevel();
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mazeSpriteAnimator.SetBool("Blinking", false);
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}
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private void RestartLevel(bool afterLifeLost = false)
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{
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//Debug.Log($"{gameObject} (Re)started level!");
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// SetInGameComponentVisibility(true);
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mazeSpriteAnimator.SetBool("Blinking", false);
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ghostManager.RestartLevel(afterLifeLost);
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ghostManager.NewLevel();
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pacMan.Reset();
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bonusFruit.Despawn();
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soundManager.Reset();
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@@ -292,8 +292,9 @@ namespace Marro.PacManUdon
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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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RestartLevel(); // Reset needed to properly apply level
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}
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RestartLevel(); // Reset needed to properly apply level
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}
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private void SetLevelConstants(int level)
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@@ -14,7 +14,6 @@ namespace Marro.PacManUdon
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SetGameState(PacManGameState.AttractModeDemo);
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break;
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case 1:
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InitializeLevel();
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SetMazeVisible(true);
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SetLevel(1);
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break;
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@@ -42,7 +42,6 @@ namespace Marro.PacManUdon
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SetFrozen(false);
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soundManager.SuppressSound(false);
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soundManager.StartGhostSound();
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soundManager.UpdatePelletCount(collisionManager.PelletCount - collisionManager.PelletCollectedCount);
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}
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}
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}
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@@ -11,7 +11,6 @@ namespace Marro.PacManUdon
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gameState = PacManGameState.InGame;
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InitializeNewGame();
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InitializeLevel();
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PrepareForCutscene();
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soundManager.SuppressSound(false);
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@@ -10,7 +10,6 @@ namespace Marro.PacManUdon
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PrepareForCutscene();
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// Reset, show maze and score display
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InitializeLevel();
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SetMazeVisible(true);
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statusDisplay.SetScoreDisplayVisible(true);
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break;
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