public GameDataManager_DataStore() { lastScene = SceneIDType.OverworldScene; yourTownName = "Citysburg"; fakeTownNames = new string[] { "Town A", "Town No. 2", "Tertiary Town" }; pendingUpgrade_Docks = false; pendingUpgrade_Mason = false; pendingUpgrade_Sawmill = false; pendingUpgrade_Smith = false; unlock_sovSpe_CalledShots = false; unlock_sovSpe_HammerSmash = false; unlock_sovSpe_Protect = false; adventureLevel = 0; buildingLv_Docks = 0; buildingLv_Mason = 0; buildingLv_Sawmill = 0; buildingLv_Smith = 0; buildingLv_WizardsTower = 1; nextRandomAdventureAnte = 2; resBricks = 0; resBricks_max = 999; // we actually recalc these immediately, lol resBricks_maxUpgrades = 0; resMetal = 0; resMetal_max = 999; resMetal_maxUpgrades = 0; resPlanks = 0; resPlanks_max = 999; resPlanks_maxUpgrades = 0; resMana = 0; resMana_max = manaCap; pendingUpgradeTimer_Docks = 0; pendingUpgradeTimer_Mason = 0; pendingUpgradeTimer_Sawmill = 0; pendingUpgradeTimer_Smith = 0; lastInspectedAdventurerIndex = 0; partyAdventurer0Index = 0; partyAdventurer1Index = 1; partyAdventurer2Index = 2; sovereignFirstName = "Dude"; sovereignLastName = "Huge"; housingLevel = 0; housingUnitUpgrades = new bool[housingLevelCap]; houseAdventurers = new Adventurer[housingLevelCap]; for (int i = 0; i < houseAdventurers.Length; i++) { houseAdventurers[i] = new Adventurer(); } sovereignAdventurer = new Adventurer(); sovereignTactic = BattlerAction.GetBehindMe; sovereignSkill = AdventurerSpecial.None; sovereignMugshot = AdventurerMugshot.Sovereign0; progressionFlags = 0; buyable0 = null; buyable1 = null; unlockedMysticPromotes = MysticPromotes.None; unlockedWarriorPromotes = WarriorPromotes.None; peddlerIsPresent = false; peddlerPrice = 25; }
public void EnterLevel(SceneIDType level, BuildingType checkBuildingOnLoad = BuildingType.None, int buildingIndex = 0) { StartCoroutine(_in_EnterLevel((int)level, checkBuildingOnLoad, buildingIndex)); }