예제 #1
0
 public static void SetupObjects()
 {
     SaveGame.m_Objects.Clear();
     SaveGame.m_Objects.Add(DifficultySettings.Get());
     SaveGame.m_Objects.Add(DialogsManager.Get());
     SaveGame.m_Objects.Add(AIManager.Get());
     SaveGame.m_Objects.Add(EnemyAISpawnManager.Get());
     SaveGame.m_Objects.Add(TriggersManager.Get());
     SaveGame.m_Objects.Add(ItemsManager.Get());
     SaveGame.m_Objects.Add(SensorManager.Get());
     SaveGame.m_Objects.Add(ConstructionGhostManager.Get());
     SaveGame.m_Objects.Add(StaticObjectsManager.Get());
     SaveGame.m_Objects.Add(Player.Get());
     SaveGame.m_Objects.Add(PlayerConditionModule.Get());
     SaveGame.m_Objects.Add(PlayerInjuryModule.Get());
     SaveGame.m_Objects.Add(PlayerDiseasesModule.Get());
     SaveGame.m_Objects.Add(StatsManager.Get());
     SaveGame.m_Objects.Add(HintsManager.Get());
     SaveGame.m_Objects.Add(ObjectivesManager.Get());
     SaveGame.m_Objects.Add(StoryObjectivesManager.Get());
     SaveGame.m_Objects.Add(HUDObjectives.Get());
     SaveGame.m_Objects.Add(MenuNotepad.Get());
     SaveGame.m_Objects.Add(MapTab.Get());
     SaveGame.m_Objects.Add(Music.Get());
     SaveGame.m_Objects.Add(RainManager.Get());
     SaveGame.m_Objects.Add(SleepController.Get());
     SaveGame.m_Objects.Add(MainLevel.Instance);
     SaveGame.m_Objects.Add(ScenarioManager.Get());
     SaveGame.m_Objects.Add(InventoryBackpack.Get());
     SaveGame.m_Objects.Add(ReplicatedSessionState.Get());
 }
예제 #2
0
 public static void SetupObjectsCoop()
 {
     SaveGame.m_Objects.Clear();
     SaveGame.m_Objects.Add(ItemsManager.Get());
     SaveGame.m_Objects.Add(Player.Get());
     SaveGame.m_Objects.Add(PlayerConditionModule.Get());
     SaveGame.m_Objects.Add(PlayerInjuryModule.Get());
     SaveGame.m_Objects.Add(PlayerDiseasesModule.Get());
     SaveGame.m_Objects.Add(StatsManager.Get());
     SaveGame.m_Objects.Add(HintsManager.Get());
     SaveGame.m_Objects.Add(MenuNotepad.Get());
     SaveGame.m_Objects.Add(MapTab.Get());
     SaveGame.m_Objects.Add(SleepController.Get());
     SaveGame.m_Objects.Add(DifficultySettings.Get());
     SaveGame.m_Objects.Add(InventoryBackpack.Get());
 }
예제 #3
0
 public static bool IsAIIDEnabled(AI.AIID id)
 {
     return(((id != AI.AIID.BlackCaiman && !AI.IsCat(id)) || DifficultySettings.ActivePreset.m_Predators) && ((id != AI.AIID.Piranha && id != AI.AIID.Stingray) || DifficultySettings.ActivePreset.m_Aquatic) && (!AI.IsSnake(id) || DifficultySettings.ActivePreset.m_Snakes) && ((id != AI.AIID.BrasilianWanderingSpider && id != AI.AIID.GoliathBirdEater && id != AI.AIID.Scorpion) || DifficultySettings.ActivePreset.m_Insects) && (DifficultySettings.Get().m_ActivePresetType != DifficultySettings.PresetType.Tourist || (id != AI.AIID.Piranha && id != AI.AIID.Stingray && id != AI.AIID.BrasilianWanderingSpider && id != AI.AIID.GoliathBirdEater && id != AI.AIID.Scorpion && !AI.IsSnake(id))));
 }
예제 #4
0
 public static DifficultySettings.PresetType GetActivePresetType()
 {
     return(DifficultySettings.Get().m_ActivePresetType);
 }
예제 #5
0
 public static void SetActivePresetType(DifficultySettings.PresetType preset)
 {
     DifficultySettings.Get().m_ActivePresetType = preset;
 }
예제 #6
0
 public static DifficultySettingsPreset GetPreset(DifficultySettings.PresetType preset)
 {
     return(DifficultySettings.Get().m_Presets[(int)preset]);
 }