A lot of older work

This commit is contained in:
2026-06-09 17:45:51 +02:00
parent a8b395b1d3
commit cf39fd5dd9
8 changed files with 3760 additions and 1710 deletions

View File

@@ -20,10 +20,7 @@ namespace Marro.PacManUdon
{
Debug.Log($"StartTimeSequence: {timeSequence}");
if (currentlyInTimeSequence)
{
TimeSequenceEndCurrent();
}
TimeSequenceTryEndCurrent();
TimeSequencePrepareForStart(timeSequence);
@@ -35,12 +32,24 @@ namespace Marro.PacManUdon
TimeSequenceProgressToTime(timeSequenceSecondsPassed);
}
private void TimeSequenceEndCurrent()
private void TimeSequenceTryEndCurrent()
{
if (!currentlyInTimeSequence)
{
return;
}
Debug.Log($"{gameObject} TimeSequenceEndCurrent");
jumpingToTimeSequence = true;
TimeSequenceProgressToTime(100000f);
Debug.LogWarning($"{gameObject} TimeSequenceEndCurrent");
TryFinalizeTimeSequence();
if (waitingForTimeSequenceFinalize)
{
TimeSequenceExecuteFinalize(currentTimeSequence);
}
jumpingToTimeSequence = false;
}
@@ -79,61 +88,40 @@ namespace Marro.PacManUdon
if (timeSequenceProgress >= timeSequenceKeyframeTimes.Length)
{
currentlyInTimeSequence = false;
TimeSequencePrepareForFinish(currentTimeSequence);
TimeSequenceFinish(currentTimeSequence);
break;
}
}
}
private void TimeSequencePrepareForFinish(PacManTimeSequence timeSequence)
private void TimeSequenceFinish(PacManTimeSequence timeSequence)
{
//if (networkManager.IsOwner)
//{
Debug.LogWarning($"{gameObject} TimeSequencePrepareForFinish");
TimeSequenceExecuteFinalize(timeSequence);
networkManager.SendEventSoon(NetworkEventType.TimeSequenceSync);
if (!jumpingToTimeSequence)
{
TimeSequenceExecuteFinished(timeSequence);
}
//}
//else
//{
// waitingForTimeSequenceFinalize = true;
//}
}
private void TryFinalizeTimeSequence()
private void TimeSequenceSyncWithRemote(PacManTimeSequence currentTimeSequence, float timeSequenceSecondsPassed)
{
if (!waitingForTimeSequenceFinalize)
// If the remote is in a time sequence but we're not, or we're in a different time sequence, or if we're behind,
// jump to the remote's time sequence.
if (!currentlyInTimeSequence
|| currentTimeSequence != this.currentTimeSequence
|| timeSequenceSecondsPassed < this.timeSequenceSecondsPassed)
{
return;
StartTimeSequence(currentTimeSequence);
}
TimeSequenceExecuteFinalize(currentTimeSequence);
waitingForTimeSequenceFinalize = false;
// If we're (now) in a time sequence, jump our progress to match the one on the remote
if (currentlyInTimeSequence)
{
TimeSequenceProgressToTime(timeSequenceSecondsPassed);
}
}
//private void TimeSequenceSyncWithRemote(bool currentlyInTimeSequence, PacManTimeSequence currentTimeSequence, float timeSequenceSecondsPassed)
//{
// // If the remote is in a time sequence but we're not, or we're in a different time sequence, jump to the remote's time sequence.
// if (currentlyInTimeSequence && (!this.currentlyInTimeSequence || currentTimeSequence != this.currentTimeSequence))
// {
// StartTimeSequence(currentTimeSequence);
// }
// // If we're (now) in a time sequence, jump our progress to match the one on the remote
// if (this.currentlyInTimeSequence)
// {
// TimeSequenceProgressToTime(timeSequenceSecondsPassed);
// }
// // If the remote has finished it's time sequence and we have one waiting to be finalized, we can do so now
// if (!currentlyInTimeSequence)
// {
// TryFinalizeTimeSequence();
// }
//}
#region Events
public void JumpToTimeSequenceAttractScreenIntroduction()