public static void UpdateWithDeedData(GameModeData gameMode, DeedData deed) { // This is silly. When running deeds the current GameMode is a special deed GameMode. We update that GameMode before starting the deed. gameMode.BackgroundTint = deed.BackgroundTint; gameMode.HitpointModifier = deed.HitpointModifier; gameMode.MoveSpeedModifier = deed.MoveSpeedModifier; gameMode.FireRateModifier = deed.FireRateModifier; gameMode.FireCountModifier = deed.FireCountModifier; gameMode.PlayerMoveSpeedModifier = deed.PlayerMovementModifier; gameMode.ChargeCdModifier = deed.ChargeCdModifier; gameMode.WeaponRestrictions = deed.WeaponRestrictions; }
public static void UpdateWithSandboxData(DeedData deed, SandboxData sand) { // This is silly. When running sandbox the current GameMode is a special sandbox GameMode. We update that GameMode before starting the sandbox. deed.Deed = DeedEnum.Sandbox; deed.Req = "Kill All Enemies"; deed.BaseKillReq = sand.Waves.Sum(w => w.count); deed.ShowOrcs = false; deed.CompletionCounter = GameCounter.Kill_Any; deed.Title = sand.challenge_name; deed.BackgroundTint = sand.background_tint; deed.HitpointModifier = sand.enemy_hitpoint_scale; deed.MoveSpeedModifier = sand.enemy_move_speed_scale; deed.FireRateModifier = sand.enemy_fire_interval_scale; deed.FireCountModifier = sand.enemy_fire_count_scale; deed.ChargeCdModifier = sand.enemy_charge_cooldown_scale; deed.PlayerMovementModifier = sand.player_move_speed_scale; deed.WeaponRestrictions = new List <WeaponType> { (WeaponType)sand.weapon_left_click }; deed.ValidTargets = new List <ActorTypeEnum> { ActorTypeEnum.Any }; }