Files
PacManUdon/Assets/Scripts/Sequences/BoardClear.cs

69 lines
2.3 KiB
C#

namespace Marro.PacManUdon
{
public partial class GameManager
{
private void TimeSequenceStepBoardClear(int sequenceProgress)
{
switch (sequenceProgress)
{
case 0:
// Freeze
SetFrozen(true);
soundManager.StopAllSound();
break;
case 1:
// Start board blinking, hide pellets in case of rack test
BoardClearAnimation();
SetPelletsActive(false);
break;
case 2:
// Hide ghosts
SetGhostsActive(false);
break;
case 3:
// Hide maze, lives indicator, level indicator
SetMazeVisible(false);
statusDisplay.SetExtraLivesDisplayVisible(false);
statusDisplay.SetLevelDisplayVisible(false);
break;
case 4:
// Hide score bar
statusDisplay.SetScoreDisplayVisible(false);
break;
case 5:
// Hide pacman, show level indicator with old level
SetPacManActive(false);
statusDisplay.SetLevelDisplayVisible(true);
break;
case 6:
break;
}
}
private void TimeSequenceFinishedBoardClear()
{
// Call handler for what should happen next
PacManTimeSequence nextSequence;
switch (level)
{
case 2:
nextSequence = PacManTimeSequence.Intermission1;
break;
case 5:
nextSequence = PacManTimeSequence.Intermission2;
break;
case 9:
case 13:
case 17:
nextSequence = PacManTimeSequence.Intermission3;
break;
default:
nextSequence = PacManTimeSequence.StartNewLevel;
break;
}
InsertTimeSequence(nextSequence);
}
}
}