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69
Assets/Scripts/GameStartSequence.cs
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69
Assets/Scripts/GameStartSequence.cs
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// // Silly me for wanting to make the code neat, forgot this was Udon :)
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// using System.Collections;
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// using System.Collections.Generic;
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// using UdonSharp;
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// using UnityEngine;
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// public class GameStartSequence : TimeSequence
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// {
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// GameStateManager gameStateManager;
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// StatusDisplay statusDisplay;
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// public GameStartSequence(GameStateManager gameStateManager, StatusDisplay statusDisplay) : base(DeltaToAbsolute(new float[]
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// {0, 0.016f, 2.2f, 0.032f, 0.032f, 1.92f, 0.032f}
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// ))
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// {
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// this.gameStateManager = gameStateManager;
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// this.statusDisplay = statusDisplay;
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// }
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// protected override void SequenceStep(int sequneceProgress)
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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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// gameStateManager.SetFrozen(true);
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// gameStateManager.StartNewGame();
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// gameStateManager.SetPelletsVisible(false);
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// gameStateManager.SetMazeVisible(false);
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// gameStateManager.SetGhostsVisible(false);
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// gameStateManager.SetPacManVisible(false);
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// statusDisplay.SetExtraLivesDisplayVisible(false);
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// statusDisplay.SetLevelDisplayVisible(false);
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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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// gameStateManager.SetPelletsVisible(true);
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// gameStateManager.SetMazeVisible(true);
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// statusDisplay.SetExtraLivesDisplayVisible(true);
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// statusDisplay.SetLevelDisplayVisible(true);
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// statusDisplay.SetPlayer1TextVisible(true);
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// statusDisplay.SetReadyTextVisible(true);
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// break;
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// case 2:
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// // Subtract a life
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// gameStateManager.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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// gameStateManager.SetGhostsVisible(true);
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// gameStateManager.SetPacManVisible(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(true);
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// break;
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// case 6:
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// // Start game, end sequence
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// gameStateManager.SetFrozen(false);
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// break;
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// }
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// }
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// }
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