Separated time sequences
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71
Assets/Scripts/Sequences/StartNewGame.cs
Normal file
71
Assets/Scripts/Sequences/StartNewGame.cs
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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 TimeSequenceStepStartNewGame(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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// Prepare new game, hide everything except score bar
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gameState = PacManGameState.InGame;
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HideEverything();
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SetMazeActive(true);
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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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soundManager.SuppressSound(false);
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soundManager.PlayGameStartSound();
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break;
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case 1:
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// Show maze, lives indicator, level indicator, player 1 and ready text
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// SOMEWHERE IN HERE UNITY (EDITOR) APPEARS TO HAVE A SMALL RANDOM CHANCE OF CRASHING !!
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Debug.Log("Log dump in case of crash");
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Debug.Log("Setting pellets visible");
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SetPelletsActive(true);
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Debug.Log("Setting maze visible");
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SetMazeVisible(true);
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Debug.Log("Setting extra lives display visible");
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statusDisplay.SetExtraLivesDisplayVisible(true);
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Debug.Log("Setting level display visible");
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statusDisplay.SetLevelDisplayVisible(true);
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Debug.Log("Setting player 1 text visible");
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statusDisplay.SetPlayer1TextVisible(true);
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Debug.Log("Setting ready text visible");
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statusDisplay.SetReadyTextVisible(true);
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Debug.Log("Starting 1UP blink");
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statusDisplay.SetLabel1UPTextBlinking(true);
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break;
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case 2:
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// Subtract a life
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DecrementLives();
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break;
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case 3:
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// Remove Player 1 text
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statusDisplay.SetPlayer1TextVisible(false);
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break;
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case 4:
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// Show ghosts and pacman
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SetGhostsActive(true);
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SetPacManActive(true);
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break;
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case 5:
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// Remove ready text
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statusDisplay.SetReadyTextVisible(false);
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break;
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case 6:
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// Start game, end sequence
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soundManager.StartGhostSound();
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SetFrozen(false);
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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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