public static void start_unit_editor(string chapterId, string mapDataKey, string unitDataKey) { UnitEditorActive = true; Global.game_temp = new Game_Temp(); Global.game_battalions = new Game_Battalions(); Global.game_actors = new Game_Actors(); Global.change_to_new_scene("Scene_Map_Unit_Editor"); Global.game_system.reset(); Global.game_system.new_chapter(new List <string>(), Global.game_system.chapter_id, new Dictionary <string, string>()); Global.reset_game_state(); var old_map = Global.game_map; Global.game_map = new Game_Map(); Global.player = new Player(); // Trying to start this after everything else, instead of in the middle //move_range_update_thread(); //Debug Global.clear_events(); //Global.Audio.clear_map_theme(); //@Debug Global.set_unit_editor_data(chapterId, mapDataKey, unitDataKey); Global.change_game_state_turn(); if (old_map != null) { Global.game_map.set_scroll_loc(old_map.display_loc, true, true); Global.player.center_cursor(true); } }
public static void start_chapter() { Global.change_to_new_scene("Scene_Map"); Global.reset_game_state(); Global.game_map = new Game_Map(); Global.player = new Player(); // Trying to start this after everything else, instead of in the middle //move_range_update_thread(); //Debug Global.clear_events(); //Global.Audio.clear_map_theme(); //@Debug Global.set_map_data(); Global.game_state.reset_support_data(); Global.change_game_state_turn(); }
public static void start_unit_editor_playtest() { var old_scene = Global.scene; if (!(old_scene is Scene_Map_Unit_Editor)) { return; } Difficulty_Modes difficulty = Global.game_system.Difficulty_Mode; var chapter = Global.data_chapters[Global.game_system.New_Chapter_Id]; var previous_chapters = Global.save_file.valid_previous_chapters(chapter.Id); var previous_chapter_ids = previous_chapters .ToDictionary(p => p.Key, p => p.Value.Count == 0 ? "" : p.Value.Last()); if (previous_chapters.Count == 0 || previous_chapters.Any(x => x.Value.Count == 0)) { if (previous_chapters.Count > 0) { Print.message(string.Format( "Could not load any save data\nfor \"{0}\", tried to use save file {1}", Global.game_system.New_Chapter_Id, Global.current_save_id)); } previous_chapter_ids = previous_chapter_ids .ToDictionary(p => p.Key, p => ""); Global.game_system.reset(); Global.game_system.reset_event_variables(); int battalion_index = chapter.Battalion; Global.game_battalions.add_battalion(battalion_index); Global.game_battalions.current_battalion = battalion_index; } else { Global.save_file.load_data(chapter.Id, previous_chapter_ids, ""); Global.game_actors.heal_battalion(); Global.battalion.refresh_deployed(); } Global.game_system.Difficulty_Mode = difficulty; if (Global.game_system.Style != Mode_Styles.Classic) { Global.save_file.Difficulty = Global.game_system.Difficulty_Mode; } Global.game_system.new_chapter(chapter.Prior_Chapters, chapter.Id, previous_chapter_ids); // these weren't copied in like the rest of the Scene_Worldmap.start_chapter() stuff? //Debug Global.game_temp = new Game_Temp(); Global.save_file = null; Global.change_to_new_scene("Scene_Map"); Global.reset_game_state(); var old_map = Global.game_map; Global.game_map = new Game_Map(); Global.player = new Player(); // Trying to start this after everything else, instead of in the middle //move_range_update_thread(); //Debug Global.clear_events(); //Global.Audio.clear_map_theme(); //@Debug (Scene as Scene_Map).set_map(old_scene as Scene_Map_Unit_Editor); Global.game_state.reset_support_data(); Global.change_game_state_turn(); if (old_map != null) { Global.game_map.set_scroll_loc(old_map.display_loc, true, true); Global.player.center_cursor(true); } }