Pellet sync
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@@ -32,6 +32,8 @@ namespace Marro.PacManUdon
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TargetingIdlePosition2
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}
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[RequireComponent(typeof(Renderer))]
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[RequireComponent(typeof(Animator))]
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public class Ghost : GridMover
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{
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[SerializeField] private PacManGhostType ghostType;
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@@ -73,7 +75,6 @@ namespace Marro.PacManUdon
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private bool isScared;
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private bool scattering;
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private PacManGhostFrozenState frozenState;
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private bool hideUntilUnfrozen;
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private int housePelletCounter;
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private bool housePelletCounterActive;
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private bool turnAroundSoon;
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@@ -137,12 +138,8 @@ namespace Marro.PacManUdon
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public override void SyncedUpdate()
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{
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if (ghostType == PacManGhostType.Blinky)
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{
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// ghostManager.gameStateManager.statusDisplay.SetDebugText(2, $"{turnAroundSoon}");
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}
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if (frozenState == PacManGhostFrozenState.Frozen ||
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(frozenState == PacManGhostFrozenState.FrozenIfNotCaught && ((ghostState != PacManGhostState.Returning && ghostState != PacManGhostState.Entering) || hideUntilUnfrozen)))
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(frozenState == PacManGhostFrozenState.FrozenIfNotCaught && ghostState != PacManGhostState.Returning && ghostState != PacManGhostState.Entering))
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{
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return;
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}
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@@ -642,7 +639,7 @@ namespace Marro.PacManUdon
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if (reverseDirection && this.scattering != scattering)
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{
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if (ghostState == PacManGhostState.Normal || ghostState == PacManGhostState.Home || ghostState == PacManGhostState.Exiting
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// This is afaik not normal PacMan behaviour, but is needed to accomidate slight timing differences
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// This is afaik not normal PacMan behaviour, but is needed to accomidate slight timing differences during the demo
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|| ghostState == PacManGhostState.Entering && ghostManager.gameController.GameState == PacManGameState.AttractModeDemo
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)
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{
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