Cleaning
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@@ -100,7 +100,7 @@ namespace Marro.PacManUdon
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for (int i = 0; i < ghosts.Length; i++)
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{
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ghosts[i].SetPosition(attractScreenElements[17 + i].transform.localPosition);
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ghosts[i].SetDirection(Direction.Left);
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ghosts[i].SetDirectionAndTargetDirection(Direction.Left);
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ghosts[i].SetState(PacManGhostState.Normal);
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}
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break;
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@@ -119,8 +119,7 @@ namespace Marro.PacManUdon
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case 18:
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// Turn PacMan around after eating power pellet
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pacMan.SetDirection(Direction.Right);
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pacMan.SetTargetDirection(Direction.Right);
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pacMan.SetDirectionAndTargetDirection(Direction.Right);
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break;
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case 19:
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@@ -26,14 +26,14 @@ namespace Marro.PacManUdon
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pacMan.SetKinematic(true);
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pacMan.SetActive(true);
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pacMan.SetPosition(intermissionScreenElements[0].transform.localPosition);
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pacMan.SetDirection(Direction.Left);
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pacMan.SetDirectionAndTargetDirection(Direction.Left);
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ghostManager.SetLevel(5);
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ghostManager.SetKinematic(true);
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ghostManager.gameObject.SetActive(true);
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blinky.SetElroy(2);
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blinky.SetPosition(intermissionScreenElements[1].transform.localPosition);
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blinky.SetDirection(Direction.Left);
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blinky.SetDirectionAndTargetDirection(Direction.Left);
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blinky.SetState(PacManGhostState.Normal);
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SetFrozen(false);
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@@ -53,7 +53,7 @@ namespace Marro.PacManUdon
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break;
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case 4:
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// Pacman starts chasing ghosts
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pacMan.SetDirection(Direction.Right);
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pacMan.SetDirectionAndTargetDirection(Direction.Right);
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pacMan.BecomeBig();
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break;
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case 5:
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@@ -34,14 +34,14 @@ namespace Marro.PacManUdon
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pacMan.SetKinematic(true);
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pacMan.SetActive(true);
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pacMan.SetPosition(intermissionScreenElements[0].transform.localPosition);
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pacMan.SetDirection(Direction.Left);
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pacMan.SetDirectionAndTargetDirection(Direction.Left);
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ghostManager.SetLevel(5);
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ghostManager.SetKinematic(true);
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ghostManager.gameObject.SetActive(true);
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blinky.SetElroy(2);
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blinky.SetPosition(intermissionScreenElements[1].transform.localPosition);
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blinky.SetDirection(Direction.Left);
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blinky.SetDirectionAndTargetDirection(Direction.Left);
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blinky.SetState(PacManGhostState.Normal);
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SetFrozen(false);
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@@ -65,16 +65,16 @@ namespace Marro.PacManUdon
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case 8:
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// Blinky sprite updates with broken cover
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blinky.SetSpecialLook(true);
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blinky.SetDirection(Direction.Up);
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blinky.SetDirectionAndTargetDirection(Direction.Up);
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blinky.SetPosition(blinky.GetPosition() + new Vector2(-0.250f, 0f));
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break;
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case 9:
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// Blinky looks at broken cover
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blinky.SetDirection(Direction.Down);
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blinky.SetDirectionAndTargetDirection(Direction.Down);
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break;
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case 10:
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// Cutscene starts to unload
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blinky.SetDirection(Direction.Zero);
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blinky.SetDirectionAndTargetDirection(Direction.Zero);
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break;
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case 11:
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// End cutscene
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@@ -26,14 +26,14 @@ namespace Marro.PacManUdon
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pacMan.SetKinematic(true);
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pacMan.SetActive(true);
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pacMan.SetPosition(intermissionScreenElements[0].transform.localPosition);
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pacMan.SetDirection(Direction.Left);
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pacMan.SetDirectionAndTargetDirection(Direction.Left);
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ghostManager.SetLevel(5);
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ghostManager.SetKinematic(true);
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ghostManager.gameObject.SetActive(true);
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blinky.SetElroy(2);
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blinky.SetPosition(intermissionScreenElements[1].transform.localPosition);
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blinky.SetDirection(Direction.Left);
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blinky.SetDirectionAndTargetDirection(Direction.Left);
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blinky.SetState(PacManGhostState.Normal);
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blinky.SetSpecialLook(true);
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@@ -45,13 +45,13 @@ namespace Marro.PacManUdon
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break;
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case 3:
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// Reached end, freeze
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pacMan.SetDirection(Direction.Zero);
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blinky.SetDirection(Direction.Zero);
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pacMan.SetDirectionAndTargetDirection(Direction.Zero);
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blinky.SetDirectionAndTargetDirection(Direction.Zero);
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break;
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case 4:
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// Ghost runs back on screen
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blinky.SetPosition(intermissionScreenElements[3].transform.localPosition);
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blinky.SetDirection(Direction.Right);
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blinky.SetDirectionAndTargetDirection(Direction.Right);
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break;
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case 5:
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// End cutscene
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