public void ApplyBattlefieldSettings(BattlefieldSettings settings) { List <MapData> list = _maps.ToList(); MapData data = list.First(x => x.Identifier == settings.MapIdentifier); SelectMap(list.IndexOf(data)); }
public void ApplyBattlefieldSettings(BattlefieldSettings settings) { ICustomGameAspectController[] controllers = GetComponentsInChildren <ICustomGameAspectController>(); foreach (var controller in controllers) { controller.ApplyBattlefieldSettings(settings); } }
public void ApplyBattlefieldSettings(BattlefieldSettings settings) { Mutator[] mutators = settings.Mutators; foreach (Mutator mutator in mutators) { settings.RemoveMutator(mutator); EnableMutator(mutator); } // It's not the cleanest but it works. }
public void ApplyBattlefieldSettings(BattlefieldSettings settings) { if (string.IsNullOrEmpty(settings.Difficulty.Identifier)) { SelectDifficulty(GetDifficultyButton(DEFAULT_IDENTIFIER), _difficulties.First(x => x.Identifier == DEFAULT_IDENTIFIER)); } else if (settings.Difficulty.IsModified) { SelectDifficulty(settings.Difficulty); } else { SelectDifficulty(GetDifficultyButton(settings.Difficulty.Identifier), settings.Difficulty); } }