Separated time sequence finish

This commit is contained in:
2025-12-24 19:09:49 +01:00
parent 43ee68dc44
commit 8e9936274f
19 changed files with 224 additions and 114 deletions

View File

@@ -2,7 +2,7 @@ namespace Marro.PacManUdon
{
public partial class GameManager
{
private void TimeSequenceStepPacManCaught(int sequenceProgress)
private void TimeSequenceStepPacManCaught(int sequenceProgress)
{
switch (sequenceProgress)
{
@@ -23,28 +23,27 @@ namespace Marro.PacManUdon
case 3:
// Hide pacman, start next state
SetPacManActive(false);
if (gameState == PacManGameState.AttractModeDemo)
{
break;
}
if (extraLives > 0)
{
InsertTimeSequence(PacManTimeSequence.RestartLevel);
break;
}
InsertTimeSequence(PacManTimeSequence.GameOver);
break;
case 4:
if (gameState == PacManGameState.AttractModeDemo)
{
#if RECORDING_DEMO
// recorder.gameObject.SetActive(false);
#endif
InsertTimeSequence(PacManTimeSequence.AttractScreenIntroduction);
}
break;
}
}
private void TimeSequenceFinishedPacManCaught()
{
PacManTimeSequence nextSequence;
if (gameState == PacManGameState.AttractModeDemo)
{
nextSequence = PacManTimeSequence.AttractScreenWaitToRestart;
}
else if (extraLives > 0)
{
nextSequence = PacManTimeSequence.RestartLevel;
}
else
{
nextSequence = PacManTimeSequence.GameOver;
}
InsertTimeSequence(nextSequence);
}
}
}