Separated time sequences
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350
Assets/Scripts/Sequences/AttractScreenDemo.cs
Normal file
350
Assets/Scripts/Sequences/AttractScreenDemo.cs
Normal file
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using UnityEngine;
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namespace Marro.PacManUdon
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{
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public partial class GameManager
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{
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private void TimeSequenceStepAttractScreenDemo(int sequenceProgress)
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{
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switch (sequenceProgress)
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{
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case 0:
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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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SetMazeActive(true);
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SetMazeVisible(true);
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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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ghostManager.Ghosts[0].SetPredefinedPath(new Vector2[]{ // Blinky
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Vector2.down,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.zero,
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Vector2.zero,
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Vector2.up,
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Vector2.right,
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Vector2.down,
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Vector2.zero,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.up,
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Vector2.zero,
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Vector2.left,
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Vector2.down,
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Vector2.zero,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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// Goes through tunnel
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Vector2.zero,
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Vector2.up,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.zero,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.up,
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Vector2.left,
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// Gets eaten
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Vector2.zero,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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});
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ghostManager.Ghosts[1].SetPredefinedPath(new Vector2[]{ // Pinky
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Vector2.down,
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Vector2.left,
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Vector2.up,
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Vector2.zero,
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Vector2.zero,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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// Pellet starts
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Vector2.up,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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// Pellet ends
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Vector2.zero,
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Vector2.down,
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// Pellet starts
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Vector2.left,
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Vector2.down,
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Vector2.zero,
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Vector2.left,
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// Caught
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Vector2.up,
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Vector2.right,
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Vector2.zero,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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// Home
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Vector2.down,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.down,
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Vector2.zero,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.zero,
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Vector2.down,
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Vector2.left,
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// Power pellet active
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.up,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.up
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});
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ghostManager.Ghosts[2].SetPredefinedPath(new Vector2[]{ // Inky
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.zero,
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Vector2.zero,
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Vector2.down,
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Vector2.right,
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// Pellet starts
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Vector2.up,
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Vector2.right,
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Vector2.up,
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// Caught
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.up,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.zero,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.zero,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.up,
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Vector2.left
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});
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ghostManager.Ghosts[3].SetPredefinedPath(new Vector2[]{ // Clyde
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Vector2.down,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.down,
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Vector2.zero,
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Vector2.left,
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Vector2.zero,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.up,
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Vector2.right,
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Vector2.zero,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.up,
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Vector2.right,
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Vector2.zero,
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Vector2.up,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.up,
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Vector2.right
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});
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pacMan.SetPredefinedPath(new Vector2[]{
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.right,
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Vector2.zero,
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Vector2.up,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.zero,
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Vector2.up,
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Vector2.zero,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.up,
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Vector2.zero,
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Vector2.zero,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.zero,
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Vector2.up,
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Vector2.left,
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Vector2.down,
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Vector2.zero,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.zero,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.down,
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Vector2.zero,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.zero,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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Vector2.zero,
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Vector2.down,
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Vector2.right,
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Vector2.up,
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Vector2.right,
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Vector2.zero,
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Vector2.down,
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Vector2.left,
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Vector2.down,
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Vector2.right,
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Vector2.down,
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Vector2.left,
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Vector2.zero,
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Vector2.zero,
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Vector2.up,
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Vector2.right,
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Vector2.up,
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Vector2.left,
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Vector2.up,
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Vector2.right,
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});
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break;
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case 3:
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SetPelletsActive(true);
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pelletManager.RestoreAllPellets();
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statusDisplay.SetGameOverTextVisible(true);
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break;
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case 4:
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// Show pacman, show ghosts
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SetPacManActive(true);
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SetGhostsActive(true);
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break;
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case 5:
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// Unfreeze
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SetFrozen(false);
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break;
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// case 6:
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// if (!hasTimeSequenceQueued)
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// {
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// StartTimeSequence(PacManTimeSequence.AttractScreenWaitForStart);
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// }
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// break;
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}
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}
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}
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}
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