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3 Commits
15267f90e9
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e0f3c39997
| Author | SHA1 | Date | |
|---|---|---|---|
| e0f3c39997 | |||
| 51206b96f4 | |||
| 0dd0d87e32 |
@@ -2539,7 +2539,7 @@ PrefabInstance:
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@@ -52610,7 +52610,7 @@ GameObject:
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m_Component:
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- component: {fileID: 1933482823}
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m_Layer: 0
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m_Name: Improve scary transition out of intermission 2
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m_Name: Intermission music / visuals continue until ready
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m_TagString: Untagged
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--- !u!4 &2026234130
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Transform:
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m_ObjectHideFlags: 0
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@@ -641,6 +641,9 @@ namespace Marro.PacManUdon
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case PacManTimeSequence.Intermission2:
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TimeSequenceStepIntermission2(sequenceProgress);
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break;
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case PacManTimeSequence.Intermission3:
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TimeSequenceStepIntermission3(sequenceProgress);
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break;
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}
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}
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@@ -678,6 +681,8 @@ namespace Marro.PacManUdon
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return DeltaToAbsolute(new float[] { 0, 0.316f, 0.3f, 3.96f, 2.25f, 3.93f });
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case PacManTimeSequence.Intermission2:
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return DeltaToAbsolute(new float[] { 0, 0.25f, 0.083f, 0.3f, 1.43f, 2.5f, 1.816f, 1.25f, 0.017f, 1f, 1.966f, 0.033f });
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case PacManTimeSequence.Intermission3:
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return DeltaToAbsolute(new float[] { 0, 0.316f, 0.7f, 3.35f, 0.83f, 3.67f });
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}
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}
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@@ -37,7 +37,26 @@ namespace Marro.PacManUdon
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break;
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case 6:
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// Call handler for what should happen next
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InsertTimeSequence(PacManTimeSequence.StartNewLevel);
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PacManTimeSequence nextSequence;
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switch (level)
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{
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case 2:
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nextSequence = PacManTimeSequence.Intermission1;
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break;
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case 5:
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nextSequence = PacManTimeSequence.Intermission2;
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break;
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case 9:
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case 13:
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case 17:
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nextSequence = PacManTimeSequence.Intermission3;
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break;
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default:
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nextSequence = PacManTimeSequence.StartNewLevel;
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break;
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}
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InsertTimeSequence(nextSequence);
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break;
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}
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}
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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 changing ghosts
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// Pacman starts chasing ghosts
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pacMan.SetDirection(Vector2.right);
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pacMan.BecomeBig();
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break;
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66
Assets/Scripts/Sequences/Intermission3.cs
Normal file
66
Assets/Scripts/Sequences/Intermission3.cs
Normal file
@@ -0,0 +1,66 @@
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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 TimeSequenceStepIntermission3(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, pacman running and blinky prepared to chase
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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.SetSpecialLook(true);
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SetFrozen(false);
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break;
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case 2:
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// Start blinky chasing
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blinky.SetActive(true);
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break;
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case 3:
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// Reached end, freeze
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pacMan.SetDirection(Vector2.zero);
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blinky.SetDirection(Vector2.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(Vector2.right);
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break;
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case 5:
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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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11
Assets/Scripts/Sequences/Intermission3.cs.meta
Normal file
11
Assets/Scripts/Sequences/Intermission3.cs.meta
Normal file
@@ -0,0 +1,11 @@
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user