private void ResetGlobals() { Debug.Log("Mission Difficulty was: " + MissionModeGlobals.MissionDifficulty); int disableFarAnimations = OptionGlobals.DisableFarAnimations; bool disablePostAliasing = OptionGlobals.DisablePostAliasing; bool disableOutlines = OptionGlobals.DisableOutlines; int lowDetailStudents = OptionGlobals.LowDetailStudents; int particleCount = OptionGlobals.ParticleCount; bool enableShadows = OptionGlobals.EnableShadows; int drawDistance = OptionGlobals.DrawDistance; int drawDistanceLimit = OptionGlobals.DrawDistanceLimit; bool disableBloom = OptionGlobals.DisableBloom; bool fog = OptionGlobals.Fog; bool nemesisAggression = MissionModeGlobals.NemesisAggression; string missionTargetName = MissionModeGlobals.MissionTargetName; bool highPopulation = OptionGlobals.HighPopulation; Globals.DeleteAll(); OptionGlobals.TutorialsOff = true; for (int i = 1; i < 11; i++) { PlayerPrefs.SetInt("MissionModeTarget" + i, this.Target[i]); PlayerPrefs.SetInt("MissionModeMethod" + i, this.Method[i]); } SchoolGlobals.SchoolAtmosphere = 1f - (float)this.Difficulty * 0.1f; MissionModeGlobals.MissionTargetName = missionTargetName; MissionModeGlobals.MissionDifficulty = this.Difficulty; OptionGlobals.HighPopulation = highPopulation; MissionModeGlobals.MissionTarget = this.TargetID; SchoolGlobals.SchoolAtmosphereSet = true; MissionModeGlobals.MissionMode = true; MissionModeGlobals.MultiMission = this.MultiMission; MissionModeGlobals.MissionRequiredWeapon = this.RequiredWeaponID; MissionModeGlobals.MissionRequiredClothing = this.RequiredClothingID; MissionModeGlobals.MissionRequiredDisposal = this.RequiredDisposalID; ClassGlobals.BiologyGrade = 1; ClassGlobals.ChemistryGrade = 1; ClassGlobals.LanguageGrade = 1; ClassGlobals.PhysicalGrade = 1; ClassGlobals.PsychologyGrade = 1; this.ID = 2; while (this.ID < 11) { MissionModeGlobals.SetMissionCondition(this.ID, this.Conditions[this.ID]); this.ID++; } MissionModeGlobals.NemesisDifficulty = this.NemesisDifficulty; MissionModeGlobals.NemesisAggression = nemesisAggression; OptionGlobals.DisableFarAnimations = disableFarAnimations; OptionGlobals.DisablePostAliasing = disablePostAliasing; OptionGlobals.DisableOutlines = disableOutlines; OptionGlobals.LowDetailStudents = lowDetailStudents; OptionGlobals.ParticleCount = particleCount; OptionGlobals.EnableShadows = enableShadows; OptionGlobals.DrawDistance = drawDistance; OptionGlobals.DrawDistanceLimit = drawDistanceLimit; OptionGlobals.DisableBloom = disableBloom; OptionGlobals.Fog = fog; Debug.Log("Mission Difficulty is now: " + MissionModeGlobals.MissionDifficulty); }
// Token: 0x06000018 RID: 24 RVA: 0x00008670 File Offset: 0x00006A70 private void ResetGlobals() { bool disableFarAnimations = OptionGlobals.DisableFarAnimations; bool disablePostAliasing = OptionGlobals.DisablePostAliasing; bool disableOutlines = OptionGlobals.DisableOutlines; int lowDetailStudents = OptionGlobals.LowDetailStudents; int particleCount = OptionGlobals.ParticleCount; bool disableShadows = OptionGlobals.DisableShadows; int drawDistance = OptionGlobals.DrawDistance; int drawDistanceLimit = OptionGlobals.DrawDistanceLimit; bool disableBloom = OptionGlobals.DisableBloom; bool fog = OptionGlobals.Fog; string missionTargetName = MissionModeGlobals.MissionTargetName; bool highPopulation = OptionGlobals.HighPopulation; Globals.DeleteAll(); SchoolGlobals.SchoolAtmosphere = 1f - (float)this.Difficulty * 0.1f; MissionModeGlobals.MissionTargetName = missionTargetName; MissionModeGlobals.MissionDifficulty = this.Difficulty; OptionGlobals.HighPopulation = highPopulation; MissionModeGlobals.MissionTarget = this.TargetID; SchoolGlobals.SchoolAtmosphereSet = true; MissionModeGlobals.MissionMode = true; MissionModeGlobals.MissionRequiredWeapon = this.RequiredWeaponID; MissionModeGlobals.MissionRequiredClothing = this.RequiredClothingID; MissionModeGlobals.MissionRequiredDisposal = this.RequiredDisposalID; ClassGlobals.BiologyGrade = 1; ClassGlobals.ChemistryGrade = 1; ClassGlobals.LanguageGrade = 1; ClassGlobals.PhysicalGrade = 1; ClassGlobals.PsychologyGrade = 1; this.ID = 2; while (this.ID < 11) { MissionModeGlobals.SetMissionCondition(this.ID, this.Conditions[this.ID]); this.ID++; } MissionModeGlobals.NemesisDifficulty = this.NemesisDifficulty; OptionGlobals.DisableFarAnimations = disableFarAnimations; OptionGlobals.DisablePostAliasing = disablePostAliasing; OptionGlobals.DisableOutlines = disableOutlines; OptionGlobals.LowDetailStudents = lowDetailStudents; OptionGlobals.ParticleCount = particleCount; OptionGlobals.DisableShadows = disableShadows; OptionGlobals.DrawDistance = drawDistance; OptionGlobals.DrawDistanceLimit = drawDistanceLimit; OptionGlobals.DisableBloom = disableBloom; OptionGlobals.Fog = fog; }
// Token: 0x06000736 RID: 1846 RVA: 0x0006D500 File Offset: 0x0006B900 public static void WriteToGlobals(MissionModeSaveData data) { foreach (KeyValuePair <int, int> keyValuePair in data.missionCondition) { MissionModeGlobals.SetMissionCondition(keyValuePair.Key, keyValuePair.Value); } MissionModeGlobals.MissionDifficulty = data.missionDifficulty; MissionModeGlobals.MissionMode = data.missionMode; MissionModeGlobals.MissionRequiredClothing = data.missionRequiredClothing; MissionModeGlobals.MissionRequiredDisposal = data.missionRequiredDisposal; MissionModeGlobals.MissionRequiredWeapon = data.missionRequiredWeapon; MissionModeGlobals.MissionTarget = data.missionTarget; MissionModeGlobals.MissionTargetName = data.missionTargetName; MissionModeGlobals.NemesisDifficulty = data.nemesisDifficulty; }