/// <summary> /// Copies all the values from another BattleEntry. /// </summary> /// <param name="battle"></param> public override void CopyValues(ScrObjLibraryEntry other) { base.CopyValues(other); BattleEntry be = (BattleEntry)other; // General battle things escapeButtonEnabled = be.escapeButtonEnabled; // Tutorial stuff isTutorial = be.isTutorial; backgroundHintLeft = be.backgroundHintLeft; backgroundHintRight = be.backgroundHintRight; removeSide = be.removeSide; playerInvincible = be.playerInvincible; useSlowTime = be.useSlowTime; // Background backgroundLeft = be.backgroundLeft; backgroundRight = be.backgroundRight; // Enemies randomizeEnemies = be.randomizeEnemies; numberOfEnemies = be.numberOfEnemies; enemyTypes = new List <EnemyEntry>(); for (int i = 0; i < be.enemyTypes.Count; i++) { enemyTypes.Add(be.enemyTypes[i]); } // Player stuff useSpecificKanji = be.useSpecificKanji; equippedKanji = new Kanji[Constants.MAX_EQUIPPED_KANJI]; for (int i = 0; i < be.equippedKanji.Length; i++) { equippedKanji[i] = be.equippedKanji[i]; } // After match values nextLocation = be.nextLocation; changePosition = be.changePosition; playerArea = be.playerArea; playerPosition = be.playerPosition; nextDialogue = be.nextDialogue; nextBattle = be.nextBattle; }
/// <summary> /// Resets all values to start values. /// </summary> /// <param name="other"></param> public override void ResetValues() { base.ResetValues(); // General battle things escapeButtonEnabled = true; // Tutorial stuff isTutorial = false; backgroundHintLeft = null; backgroundHintRight = null; removeSide = RemoveSide.NONE; playerInvincible = false; useSlowTime = true; // Background backgroundLeft = null; backgroundRight = null; // Enemies randomizeEnemies = false; numberOfEnemies = 1; enemyTypes = new List <EnemyEntry>(); // Player stuff useSpecificKanji = true; equippedKanji = new Kanji[Constants.MAX_EQUIPPED_KANJI]; // After match values nextLocation = NextLocation.OVERWORLD; changePosition = false; playerArea = Constants.OverworldArea.DEFAULT; playerPosition = new Vector2(); nextDialogue = null; nextBattle = null; }