Files
PacManUdon/Assets/Scripts/Sequences/Intermission2.cs
2025-12-26 18:27:04 +01:00

97 lines
3.4 KiB
C#

using UnityEngine;
namespace Marro.PacManUdon
{
public partial class GameManager
{
private void TimeSequenceStepIntermission2(int sequenceProgress)
{
var blinky = ghostManager.Ghosts[0];
switch (sequenceProgress)
{
case 0:
PrepareForCutscene();
// Show just level display
statusDisplay.SetLevelDisplayVisible(true);
break;
case 1:
// Show pole
SetIntermissionScreenVisible(true);
intermission2Pole.Reset();
break;
case 2:
// Start music
soundManager.SuppressSound(false);
soundManager.StartIntermissionSound();
break;
case 3:
// Start animation, pacman running and blinky prepared to chase
pacMan.SetLevel(4);
pacMan.SetPowerPellet(false); // Update speed
pacMan.SetKinematic(true);
pacMan.SetActive(true);
pacMan.SetPosition(intermissionScreenElements[0].transform.localPosition);
pacMan.SetDirection(Vector2.left);
ghostManager.SetLevel(5);
ghostManager.SetKinematic(true);
ghostManager.gameObject.SetActive(true);
blinky.SetElroy(2);
blinky.SetPosition(intermissionScreenElements[1].transform.localPosition);
blinky.SetDirection(Vector2.left);
blinky.SetState(PacManGhostState.Normal);
SetFrozen(false);
break;
case 4:
// Start blinky chasing
blinky.SetActive(true);
break;
case 5:
// Blinky catches on pole
blinky.SetSpeed(1.25f);
break;
case 6:
// Blinky cover about to tear
blinky.SetFrozen(true);
break;
case 7:
// Blinky cover tears
intermission2Pole.SetStrechLevel(PoleStrechLevels.Separated);
break;
case 8:
// Blinky sprite updates with broken cover
blinky.SetSpecialLook(true);
blinky.SetDirection(Vector2.up);
blinky.SetPosition(blinky.GetPosition() + new Vector2(-0.250f, 0f));
break;
case 9:
// Blinky looks at broken cover
blinky.SetDirection(Vector2.down);
break;
case 10:
// Cutscene starts to unload
blinky.SetDirection(Vector2.zero);
break;
case 11:
// End cutscene
SetFrozen(true);
break;
}
}
private void TimeSequenceFinalizeIntermission2()
{
SetIntermissionScreenVisible(false);
soundManager.StopAllSound();
}
private void TimeSequenceFinishedIntermission2()
{
StartTimeSequence(PacManTimeSequence.StartNewLevel);
}
}
}