namespace Marro.PacManUdon { public partial class GameManager { private void TimeSequenceStepBoardClear(int sequenceProgress) { switch (sequenceProgress) { case 0: // Freeze SetFrozen(true); soundManager.StopAllSound(); break; case 1: // Start board blinking, hide pellets in case of rack test BoardClearAnimation(); SetPelletsActive(false); break; case 2: // Hide ghosts SetGhostsActive(false); break; case 3: // Hide maze, lives indicator, level indicator SetMazeVisible(false); statusDisplay.SetExtraLivesDisplayVisible(false); statusDisplay.SetLevelDisplayVisible(false); break; case 4: // Hide score bar statusDisplay.SetScoreDisplayVisible(false); break; case 5: // Hide pacman, show level indicator with old level SetPacManActive(false); statusDisplay.SetLevelDisplayVisible(true); break; case 6: break; } } private void TimeSequenceFinishedBoardClear() { // Call handler for what should happen next PacManTimeSequence nextSequence; switch (level) { case 2: nextSequence = PacManTimeSequence.Intermission1; break; case 5: nextSequence = PacManTimeSequence.Intermission2; break; case 9: case 13: case 17: nextSequence = PacManTimeSequence.Intermission3; break; default: nextSequence = PacManTimeSequence.StartNewLevel; break; } StartTimeSequence(nextSequence); } } }