namespace Marro.PacManUdon { public partial class GameManager { private void TimeSequenceStepRestartLevel(int sequenceProgress) { switch (sequenceProgress) { case 0: // Hide playfield and pellets SetMazeVisible(false); SetPelletsActive(false); break; case 1: // Make maze visible RestartLevel(); SetMazeVisible(true); break; case 2: // Take life, show ready, show pellets DecrementLives(); statusDisplay.SetReadyTextVisible(true); SetPelletsActive(true); break; case 3: // Show pacman, show ghosts SetPacManActive(true); SetGhostsActive(true); break; case 4: // Hide ready statusDisplay.SetReadyTextVisible(false); break; case 5: break; } } private void TimeSequenceFinishedRestartLevel() { // Unfreeze SetFrozen(false); soundManager.SuppressSound(false); soundManager.StartGhostSound(); soundManager.UpdatePelletCount(pelletCountRemaining); } } }