Renamed CollisionManager
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@@ -41,7 +41,7 @@ namespace Marro.PacManUdon
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// External references
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private GhostManager ghostManager;
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private PelletManager pelletManager;
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private CollisionManager collisionManager;
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private Animator animator;
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private new Renderer renderer;
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private PacMan pacMan;
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@@ -89,13 +89,13 @@ namespace Marro.PacManUdon
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public bool IsScared => isScared;
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public int Index { get; private set; }
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public void Initialize(PelletManager pelletManager, PacMan pacMan, Ghost blinky, Transform startTransform, Vector2 homePosition, Vector2 idlePosition1, Vector2 idlePosition2, Vector2 cornerPosition, int index)
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public void Initialize(CollisionManager collisionManager, PacMan pacMan, Ghost blinky, Transform startTransform, Vector2 homePosition, Vector2 idlePosition1, Vector2 idlePosition2, Vector2 cornerPosition, int index)
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{
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ghostManager = transform.parent.GetComponent<GhostManager>();
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animator = GetComponent<Animator>();
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renderer = GetComponent<Renderer>();
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this.pelletManager = pelletManager;
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this.collisionManager = collisionManager;
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this.pacMan = pacMan;
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this.blinky = blinky;
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this.homePosition = homePosition;
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@@ -199,7 +199,7 @@ namespace Marro.PacManUdon
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if (CrossesTileBorder(position, nextPosition, direction))
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{
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var inTunnel = pelletManager.GhostMoveToTile(nextPosition, Index);
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var inTunnel = collisionManager.GhostMoveToTile(nextPosition, Index);
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if (inTunnel != this.inTunnel)
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{
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@@ -248,7 +248,7 @@ namespace Marro.PacManUdon
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private void TryToTurn(Vector2 position, ref Vector2 nextPosition)
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{
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var gridPosition = PositionToGrid(position);
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var availableDirections = pelletManager.GetAvailableDirections(position);
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var availableDirections = collisionManager.GetAvailableDirections(position);
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if ((availableDirections & (int)PacManCollisionInfoType.NoTurn) != 0 )
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{
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@@ -285,7 +285,7 @@ namespace Marro.PacManUdon
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{
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nextValidDirectionIndex += 1;
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}
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if (!pelletManager.IsWallUpcoming(nextPosition, directionVectors[(int)predefinedPath[nextValidDirectionIndex]]))
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if (!collisionManager.IsWallUpcoming(nextPosition, directionVectors[(int)predefinedPath[nextValidDirectionIndex]]))
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{
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// If we're at a Vector2.zero, we skip applying the direction and only increment.
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if (nextValidDirectionIndex == predefinedPathIndex)
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