Cleaning up
This commit is contained in:
@@ -21,7 +21,7 @@ namespace Marro.PacManUdon
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soundManager.PlayDeathSound();
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break;
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case 3:
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// Hide pacman, start next state
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// Hide pacman
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SetPacManActive(false);
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break;
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}
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@@ -25,22 +25,12 @@ namespace Marro.PacManUdon
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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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// SOMEWHERE IN HERE UNITY (EDITOR) APPEARS TO HAVE A SMALL RANDOM CHANCE OF CRASHING !!
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Debug.Log("Log dump in case of crash");
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Debug.Log("Setting pellets visible");
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SetPelletsActive(true);
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Debug.Log("Setting maze visible");
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SetMazeVisible(true);
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Debug.Log("Setting extra lives display visible");
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statusDisplay.SetExtraLivesDisplayVisible(true);
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Debug.Log("Setting level display visible");
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statusDisplay.SetLevelDisplayVisible(true);
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Debug.Log("Setting player 1 text visible");
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statusDisplay.SetPlayer1TextVisible(true);
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Debug.Log("Setting ready text visible");
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statusDisplay.SetReadyTextVisible(true);
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Debug.Log("Starting 1UP blink");
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statusDisplay.SetLabel1UPTextBlinking(true);
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break;
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case 2:
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@@ -12,7 +12,6 @@ namespace Marro.PacManUdon
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RestartLevel();
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SetMazeVisible(true);
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statusDisplay.SetScoreDisplayVisible(true);
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soundManager.SuppressSound(false);
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break;
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case 1:
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// Increment level, show ready, show pellets, show lives indicators
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@@ -39,6 +38,7 @@ namespace Marro.PacManUdon
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{
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// Unfreeze
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SetFrozen(false);
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soundManager.SuppressSound(false);
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soundManager.StartGhostSound();
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}
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}
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@@ -25,9 +25,11 @@ namespace Marro.PacManUdon
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if (currentlyInTimeSequence)
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{
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PrepareToStartTimeSequence(timeSequence);
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TimeSequenceEndCurrent();
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}
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TimeSequencePrepareForStart(timeSequence);
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currentlyInTimeSequence = true;
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currentTimeSequence = timeSequence;
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timeSequenceProgress = 0;
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@@ -36,7 +38,7 @@ namespace Marro.PacManUdon
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TimeSequenceProgressToTime(timeSequenceSecondsPassed);
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}
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private void PrepareToStartTimeSequence(PacManTimeSequence timeSequence)
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private void TimeSequenceEndCurrent()
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{
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jumpingToTimeSequence = true;
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TimeSequenceProgressToTime(100000f);
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@@ -72,26 +74,26 @@ namespace Marro.PacManUdon
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timeSequenceSecondsPassed = seconds;
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while (timeSequenceSecondsPassed >= timeSequenceKeyframeTimes[timeSequenceProgress])
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{
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TimeSequenceExecuteStep(timeSequenceProgress);
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TimeSequenceExecuteStep(currentTimeSequence, timeSequenceProgress);
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timeSequenceProgress += 1;
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if (timeSequenceProgress >= timeSequenceKeyframeTimes.Length)
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{
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currentlyInTimeSequence = false;
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TimeSequencePrepareForFinish();
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TimeSequencePrepareForFinish(currentTimeSequence);
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break;
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}
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}
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}
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private void TimeSequencePrepareForFinish()
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private void TimeSequencePrepareForFinish(PacManTimeSequence timeSequence)
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{
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if (Networking.IsOwner(gameObject))
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{
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TimeSequenceExecuteFinalize();
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TimeSequenceExecuteFinalize(timeSequence);
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if (!jumpingToTimeSequence)
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{
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TimeSequenceExecuteFinished();
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TimeSequenceExecuteFinished(timeSequence);
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}
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}
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else
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@@ -181,10 +183,37 @@ namespace Marro.PacManUdon
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#region Jump tables
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private void TimeSequenceExecuteStep(int sequenceProgress)
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private void TimeSequencePrepareForStart(PacManTimeSequence timeSequence)
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{
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switch (timeSequence)
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{
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default:
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Debug.LogError($"{gameObject} No time sequence start known for sequence {currentTimeSequence}");
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break;
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case PacManTimeSequence.AttractScreenIntroduction:
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case PacManTimeSequence.AttractScreenDemo:
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case PacManTimeSequence.StartNewGame:
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case PacManTimeSequence.WaitForStart:
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case PacManTimeSequence.StartNewLevel:
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case PacManTimeSequence.Intermission1:
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case PacManTimeSequence.Intermission2:
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case PacManTimeSequence.Intermission3:
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case PacManTimeSequence.AttractScreenWaitToRestart:
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case PacManTimeSequence.WaitForStartTimeout:
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case PacManTimeSequence.GhostCaught:
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case PacManTimeSequence.GameOver:
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case PacManTimeSequence.PacManCaught:
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case PacManTimeSequence.BoardClear:
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case PacManTimeSequence.RestartLevel:
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// These don't have start logic
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break;
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}
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}
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private void TimeSequenceExecuteStep(PacManTimeSequence timeSequence, int sequenceProgress)
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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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switch (timeSequence)
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{
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default:
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Debug.LogError($"{gameObject} No time sequence keyframes known for sequence {currentTimeSequence}");
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@@ -235,10 +264,10 @@ namespace Marro.PacManUdon
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}
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}
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private void TimeSequenceExecuteFinalize()
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private void TimeSequenceExecuteFinalize(PacManTimeSequence timeSequence)
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{
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// Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}");
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switch (currentTimeSequence)
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switch (timeSequence)
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{
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default:
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Debug.LogError($"{gameObject} No time sequence finalize known for sequence {currentTimeSequence}");
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@@ -279,10 +308,10 @@ namespace Marro.PacManUdon
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}
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}
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private void TimeSequenceExecuteFinished()
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private void TimeSequenceExecuteFinished(PacManTimeSequence timeSequence)
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{
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// Debug.Log($"{gameObject} Triggered time sequence step for sequence {currentTimeSequence} with progress {sequenceProgress}");
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switch (currentTimeSequence)
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switch (timeSequence)
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{
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default:
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Debug.LogError($"{gameObject} No time sequence finish known for sequence {currentTimeSequence}");
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