Fixed stuff
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@@ -499,7 +499,7 @@ namespace Marro.PacManUdon
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// I'm not redoing this unless I get instantiatable classes before I wrap up this project.
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bool currentlyInTimeSequence;
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bool waitingForTimeSequencefinish;
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bool waitingForTimeSequenceFinish;
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PacManTimeSequence currentTimeSequence;
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bool hasTimeSequenceQueued;
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private DataList timeSequenceQueue;
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@@ -600,11 +600,15 @@ namespace Marro.PacManUdon
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{
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if (Networking.IsOwner(gameObject))
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{
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TimeSequenceExecuteFinish();
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TimeSequenceExecuteFinalize();
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if (!hasTimeSequenceQueued)
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{
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TimeSequenceExecuteFinished();
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}
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}
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else
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{
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waitingForTimeSequencefinish = true;
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waitingForTimeSequenceFinish = true;
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}
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}
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@@ -657,12 +661,58 @@ namespace Marro.PacManUdon
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break;
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case PacManTimeSequence.AttractScreenWaitToRestart:
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case PacManTimeSequence.WaitForStartTimeout:
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// These only have a finished state
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// These don't have steps
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break;
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}
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}
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private void TimeSequenceExecuteFinish()
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private void TimeSequenceExecuteFinalize()
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{
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// Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}");
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switch (currentTimeSequence)
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{
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default:
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Debug.LogError($"{gameObject} No time sequence finalize known for sequence {currentTimeSequence}");
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break;
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case PacManTimeSequence.AttractScreenIntroduction:
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TimeSequenceFinalizeAttractScreenIntroduction();
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break;
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case PacManTimeSequence.WaitForStart:
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TimeSequenceFinalizeWaitForStart();
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break;
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case PacManTimeSequence.WaitForStartTimeout:
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TimeSequenceFinalizeWaitForStart();
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break;
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case PacManTimeSequence.StartNewGame:
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TimeSequenceFinalizeStartNewGame();
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break;
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case PacManTimeSequence.StartNewLevel:
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TimeSequenceFinalizeStartNewLevel();
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break;
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case PacManTimeSequence.GhostCaught:
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TimeSequenceFinalizeGhostCaught();
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break;
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case PacManTimeSequence.RestartLevel:
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TimeSequenceFinalizeRestartLevel();
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break;
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case PacManTimeSequence.Intermission2:
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TimeSequenceFinalizeIntermission2();
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break;
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case PacManTimeSequence.Intermission3:
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TimeSequenceFinalizeIntermission3();
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break;
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case PacManTimeSequence.AttractScreenDemo:
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case PacManTimeSequence.AttractScreenWaitToRestart:
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case PacManTimeSequence.GameOver:
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case PacManTimeSequence.Intermission1:
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case PacManTimeSequence.PacManCaught:
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case PacManTimeSequence.BoardClear:
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// These don't have a finalize
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break;
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}
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}
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private void TimeSequenceExecuteFinished()
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{
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// Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}");
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switch (currentTimeSequence)
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@@ -679,30 +729,12 @@ namespace Marro.PacManUdon
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case PacManTimeSequence.AttractScreenWaitToRestart:
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TimeSequenceFinishedAttractScreenWaitToRestart();
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break;
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case PacManTimeSequence.WaitForStart:
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TimeSequenceFinishedWaitForStart();
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break;
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case PacManTimeSequence.WaitForStartTimeout:
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TimeSequenceFinishedWaitForStart();
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break;
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case PacManTimeSequence.StartNewGame:
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TimeSequenceFinishedStartNewGame();
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break;
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case PacManTimeSequence.BoardClear:
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TimeSequenceFinishedBoardClear();
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break;
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case PacManTimeSequence.StartNewLevel:
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TimeSequenceFinishedStartNewLevel();
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break;
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case PacManTimeSequence.GhostCaught:
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TimeSequenceFinishedGhostCaught();
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break;
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case PacManTimeSequence.PacManCaught:
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TimeSequenceFinishedPacManCaught();
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break;
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case PacManTimeSequence.RestartLevel:
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TimeSequenceFinishedRestartLevel();
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break;
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case PacManTimeSequence.GameOver:
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TimeSequenceFinishedGameOver();
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break;
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@@ -715,6 +747,14 @@ namespace Marro.PacManUdon
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case PacManTimeSequence.Intermission3:
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TimeSequenceFinishedIntermission3();
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break;
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case PacManTimeSequence.RestartLevel:
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case PacManTimeSequence.StartNewLevel:
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case PacManTimeSequence.GhostCaught:
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case PacManTimeSequence.WaitForStart:
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case PacManTimeSequence.WaitForStartTimeout:
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case PacManTimeSequence.StartNewGame:
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// These don't have a finished
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break;
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}
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}
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