public void StartNewGame() { modpanel.ApplyChanges(); SavedFile state = new SaveStateWorldMap(curretnCampaign); FilePath.CurrentSaveFilePath = SaveLoadManager.AutoSaveCampaignProgress(state); Globals.campaign = curretnCampaign; if (curretnCampaign.initalCutscene != "") { Globals.cutsceneData = new CutsceneData(curretnCampaign.GetCutsceneCopy(curretnCampaign.initalCutscene), state, true); CustomeSceneLoader.LoadCutsceneScene(); } else if (curretnCampaign.initalCombat != "") { state = new SavedFileMission(curretnCampaign, curretnCampaign.GetMissionData(curretnCampaign.initalCombat)); FilePath.CurrentSaveFilePath = SaveLoadManager.AutoSaveCampaignProgress(state); state.SwitchScene(); } else { state.SwitchScene(); } }
public void ExitBattle() { // We'll have to think about how we handle cutscene choices ya know // make sure major flags aren't actually pushed if we back out // WE could cache the choices CustomeSceneLoader.LoadWorldMap(); }
private void WatchCutscene() { SaveStateWorldMap wm_state = new SaveStateWorldMap(Globals.campaign); Globals.cutsceneData = new CutsceneData(currCutscene, wm_state, false); CustomeSceneLoader.LoadCutsceneScene(); }
public void ButtonClicked() { Globals.campaign.worldMapDictionary[mapKey].ChangeCurrentPos(startPos); Globals.campaign.currentWorldMap = mapKey; FilePath.CurrentSaveFilePath = SaveLoadManager.AutoSaveCampaignProgress(new SaveStateWorldMap(Globals.campaign)); CustomeSceneLoader.LoadWorldMap(); }
public void Collect() { SavedFile stat = (SavedFile)(SaveLoadManager.LoadFile(FilePath.CurrentSaveFilePath)); if (currMission.end_cutscenekey != "") { Globals.cutsceneData = new CutsceneData(Globals.campaign.GetCutsceneCopy(currMission.end_cutscenekey), stat, true); CustomeSceneLoader.LoadCutsceneScene(); } else { stat.SwitchScene(); } }
public void QuitToMenu() { CustomeSceneLoader.MainMenu(); }
public void ReloadMission() { CustomeSceneLoader.LoadBoardScene(); }