namespace Marro.PacManUdon { public partial class GameManager { private void TimeSequenceStepPacManCaught(int sequenceProgress) { switch (sequenceProgress) { case 0: // Freeze (except for the ghost animations) SetFrozen(true, ghostKeepAnimating: true); soundManager.StopAllSound(); break; case 1: // Hide ghosts, start pacman death animation SetGhostsActive(false); pacMan.SetDead(true); break; case 2: // Start playing death sound soundManager.PlayDeathSound(); break; case 3: // Hide pacman, start next state SetPacManActive(false); if (gameState == PacManGameState.AttractModeDemo) { break; } if (extraLives > 0) { InsertTimeSequence(PacManTimeSequence.RestartLevel); break; } InsertTimeSequence(PacManTimeSequence.GameOver); break; case 4: if (gameState == PacManGameState.AttractModeDemo) { #if RECORDING_DEMO // recorder.gameObject.SetActive(false); #endif InsertTimeSequence(PacManTimeSequence.AttractScreenIntroduction); } break; } } } }