using UnityEngine; namespace Marro.PacManUdon { public partial class GameManager { private void TimeSequenceStepAttractScreenDemo(int sequenceProgress) { switch (sequenceProgress) { case 0: SetGameState(PacManGameState.AttractModeDemo); HideEverything(); SetFrozen(true); break; case 1: InitializeLevel(); SetMazeActive(true); SetMazeVisible(true); SetLevel(1); break; case 2: // Reset ghosts RestartLevel(); ghostManager.Ghosts[0].SetPredefinedPath(new Vector2[]{ // Blinky Vector2.down, Vector2.left, Vector2.up, Vector2.right, Vector2.zero, Vector2.zero, Vector2.up, Vector2.right, Vector2.down, Vector2.zero, Vector2.right, Vector2.up, Vector2.left, Vector2.down, Vector2.right, Vector2.up, Vector2.zero, Vector2.left, Vector2.down, Vector2.zero, Vector2.left, Vector2.down, Vector2.right, // Goes through tunnel Vector2.zero, Vector2.up, Vector2.left, Vector2.down, Vector2.right, Vector2.down, Vector2.right, Vector2.down, Vector2.right, Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.zero, Vector2.down, Vector2.left, Vector2.zero, Vector2.up, Vector2.left, // Gets eaten Vector2.zero, Vector2.up, Vector2.right, Vector2.up, Vector2.right, Vector2.down, Vector2.right, Vector2.down, Vector2.left, Vector2.down, Vector2.left, Vector2.down, Vector2.right, Vector2.down, Vector2.left, }); ghostManager.Ghosts[1].SetPredefinedPath(new Vector2[]{ // Pinky Vector2.down, Vector2.left, Vector2.up, Vector2.zero, Vector2.zero, Vector2.left, Vector2.down, Vector2.right, // Pellet starts Vector2.up, Vector2.right, Vector2.down, Vector2.left, Vector2.up, Vector2.right, // Pellet ends Vector2.zero, Vector2.down, // Pellet starts Vector2.left, Vector2.down, Vector2.zero, Vector2.left, // Caught Vector2.up, Vector2.right, Vector2.zero, Vector2.down, Vector2.right, Vector2.down, Vector2.right, // Home Vector2.down, Vector2.left, Vector2.up, Vector2.right, Vector2.down, Vector2.zero, Vector2.right, Vector2.down, Vector2.right, Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.zero, Vector2.down, Vector2.left, // Power pellet active Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.up, Vector2.left, Vector2.down, Vector2.right, Vector2.down, Vector2.left, Vector2.down, Vector2.right, Vector2.down, Vector2.left, Vector2.up }); ghostManager.Ghosts[2].SetPredefinedPath(new Vector2[]{ // Inky Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.zero, Vector2.zero, Vector2.down, Vector2.right, // Pellet starts Vector2.up, Vector2.right, Vector2.up, // Caught Vector2.right, Vector2.down, Vector2.right, Vector2.down, Vector2.left, Vector2.down, Vector2.left, Vector2.down, Vector2.left, Vector2.up, Vector2.left, Vector2.down, Vector2.right, Vector2.down, Vector2.right, Vector2.zero, Vector2.down, Vector2.right, Vector2.down, Vector2.left, Vector2.zero, Vector2.zero, Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.up, Vector2.right, Vector2.down, Vector2.left, Vector2.down, Vector2.left, Vector2.zero, Vector2.up, Vector2.left }); ghostManager.Ghosts[3].SetPredefinedPath(new Vector2[]{ // Clyde Vector2.down, Vector2.right, Vector2.up, Vector2.left, Vector2.down, Vector2.zero, Vector2.left, Vector2.zero, Vector2.down, Vector2.right, Vector2.down, Vector2.right, Vector2.up, Vector2.right, Vector2.zero, Vector2.down, Vector2.left, Vector2.down, Vector2.left, Vector2.zero, Vector2.up, Vector2.right, Vector2.zero, Vector2.up, Vector2.left, Vector2.down, Vector2.right, Vector2.up, Vector2.left, Vector2.up, Vector2.right, Vector2.down, Vector2.left, Vector2.down, Vector2.left, Vector2.zero, Vector2.up, Vector2.right }); pacMan.SetPredefinedPath(new Vector2[]{ Vector2.down, Vector2.right, Vector2.down, Vector2.right, Vector2.zero, Vector2.up, Vector2.left, Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.zero, Vector2.up, Vector2.zero, Vector2.left, Vector2.down, Vector2.left, Vector2.up, Vector2.zero, Vector2.zero, Vector2.left, Vector2.down, Vector2.right, Vector2.zero, Vector2.up, Vector2.left, Vector2.down, Vector2.zero, Vector2.left, Vector2.up, Vector2.right, Vector2.zero, Vector2.down, Vector2.right, Vector2.down, Vector2.left, Vector2.down, Vector2.left, Vector2.zero, Vector2.down, Vector2.zero, Vector2.right, Vector2.down, Vector2.left, Vector2.zero, Vector2.zero, Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.up, Vector2.right, Vector2.zero, Vector2.down, Vector2.right, Vector2.up, Vector2.right, Vector2.zero, Vector2.down, Vector2.left, Vector2.down, Vector2.right, Vector2.down, Vector2.left, Vector2.zero, Vector2.zero, Vector2.up, Vector2.right, Vector2.up, Vector2.left, Vector2.up, Vector2.right, }); break; case 3: SetPelletsActive(true); pelletManager.RestoreAllPellets(); statusDisplay.SetGameOverTextVisible(true); break; case 4: // Show pacman, show ghosts SetPacManActive(true); SetGhostsActive(true); break; case 5: // Unfreeze SetFrozen(false); break; case 6: break; } } private void TimeSequenceFinishedAttractScreenDemo() { StartTimeSequence(PacManTimeSequence.AttractScreenWaitToRestart); } } }