namespace Marro.PacManUdon { public partial class GameManager { private void TimeSequenceStepGhostCaught(int sequenceProgress) { switch (sequenceProgress) { case 0: // Freeze and hide pacman, but let ghosts already in the caught animation continue SetFrozen(true, ghostIgnoreIfCaught: true); SetPacManActive(false); soundManager.PlayGhostEatSound(); break; case 1: break; } } private void TimeSequenceFinalizeGhostCaught() { // Unfreeze and reveal pacman SetPacManActive(true); SetFrozen(false); ghostManager.GhostCaughtContinue(); soundManager.SetGhostRetreat(true); } } }