Added intermission1
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64
Assets/Scripts/Sequences/Intermission1.cs
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64
Assets/Scripts/Sequences/Intermission1.cs
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@@ -0,0 +1,64 @@
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using UnityEngine;
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namespace Marro.PacManUdon
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{
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public partial class GameManager
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{
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private void TimeSequenceStepIntermission1(int sequenceProgress)
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{
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var blinky = ghostManager.Ghosts[0];
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switch (sequenceProgress)
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{
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case 0:
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// Show just level display
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RestartLevel();
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statusDisplay.SetLevelDisplayVisible(true);
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break;
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case 1:
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// Start animation, blinky chasing pacman
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soundManager.SuppressSound(false);
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soundManager.StartIntermissionSound();
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pacMan.Reset();
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pacMan.SetLevel(4);
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pacMan.SetPowerPellet(false); // Update speed
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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(Vector2.left);
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ghostManager.Reset();
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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(Vector2.left);
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blinky.SetState(PacManGhostState.Normal);
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blinky.SetActive(true);
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SetFrozen(false);
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break;
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case 2:
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// Reached end, make ghost scared and turn around
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blinky.BecomeScared();
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blinky.SetPosition(intermissionScreenElements[3].transform.localPosition);
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pacMan.SetDirection(Vector2.zero);
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pacMan.SetPosition(intermissionScreenElements[2].transform.localPosition);
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pacMan.SetPowerPellet(true);
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break;
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case 3:
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// Pacman starts changing ghosts
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pacMan.SetDirection(Vector2.right);
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pacMan.BecomeBig();
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break;
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case 4:
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// End cutscene
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soundManager.StopAllSound();
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SetFrozen(true);
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StartTimeSequence(PacManTimeSequence.StartNewLevel);
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break;
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}
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}
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}
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}
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