protected void refresh_options(Constants.Options option) { switch (option) { case Constants.Options.Unit_Window: case Constants.Options.Enemy_Window: case Constants.Options.Terrain_Window: case Constants.Options.Objective_Window: Map_Info_Changed = true; break; case Constants.Options.Controller: Map_Info_Changed = true; if (Global.scene.is_map_scene) { Global.game_system.Instant_Move = true; Global.game_map.center(Global.player.loc, true, forced: true); } break; case Constants.Options.Auto_Turn_End: Global.game_state.block_auto_turn_end(); //Global.game_state.update_autoend_turn(); //Debug break; } }
private void change_setting(Constants.Options option, byte setting) { Global.game_options.Data[(int)option] = setting; if ((int)option == this.active_option && !this.active_option_data.Gauge) { SettingsNodes.set_active_node(SettingsGroups[OptionsNodes.ActiveNodeIndex][setting]); } refresh_options(option); update_loc(); }