using UnityEngine; namespace Marro.PacManUdon { public partial class GameManager { private void TimeSequenceStepStartNewGame(int sequenceProgress) { switch (sequenceProgress) { case 0: // Prepare new game, hide everything except score bar gameState = PacManGameState.InGame; HideEverything(); SetMazeActive(true); InitializeNewGame(); InitializeLevel(); RestartLevel(); SetFrozen(true); soundManager.SuppressSound(false); soundManager.PlayGameStartSound(); break; case 1: // Show maze, lives indicator, level indicator, player 1 and ready text // SOMEWHERE IN HERE UNITY (EDITOR) APPEARS TO HAVE A SMALL RANDOM CHANCE OF CRASHING !! Debug.Log("Log dump in case of crash"); Debug.Log("Setting pellets visible"); SetPelletsActive(true); Debug.Log("Setting maze visible"); SetMazeVisible(true); Debug.Log("Setting extra lives display visible"); statusDisplay.SetExtraLivesDisplayVisible(true); Debug.Log("Setting level display visible"); statusDisplay.SetLevelDisplayVisible(true); Debug.Log("Setting player 1 text visible"); statusDisplay.SetPlayer1TextVisible(true); Debug.Log("Setting ready text visible"); statusDisplay.SetReadyTextVisible(true); Debug.Log("Starting 1UP blink"); statusDisplay.SetLabel1UPTextBlinking(true); break; case 2: // Subtract a life DecrementLives(); break; case 3: // Remove Player 1 text statusDisplay.SetPlayer1TextVisible(false); break; case 4: // Show ghosts and pacman SetGhostsActive(true); SetPacManActive(true); break; case 5: // Remove ready text statusDisplay.SetReadyTextVisible(false); break; case 6: // Start game, end sequence soundManager.StartGhostSound(); SetFrozen(false); break; } } } }