private void AdvanceToGame() { isTransitioning = true; PD.rounds = 0; PD.totalRoundTime = 0; PD.totalP1RoundScore = 0; PD.totalP2RoundScore = 0; PD.useSpecial = false; PD.isTutorial = false; PD.rowCount = 6; for (int i = 0; i < options.Count; i++) { PD.SetCharSelOptionVal((int)options[i].type + "_" + (int)PD.gameType, options[i].curVal); switch (options[i].type) { case OptionType.Difficulty: PD.initialDifficulty = options[i].curVal; PD.difficulty = options[i].curVal; break; case OptionType.Rounds: PD.rounds = options[i].curVal; break; case OptionType.RowDepth: PD.rowCount = options[i].curVal; break; case OptionType.Special: PD.useSpecial = (options[i].curVal == 1); break; case OptionType.TrainingMode: PD.difficulty = options[i].curVal; PD.isTutorial = (options[i].curVal == 0); break; } } PD.playerOneWonRound = new List <bool>(); PD.playerRoundScores = new List <int>(); PD.playerRoundTimes = new List <int>(); PD.currentRound = 1; if (PD.isTutorial) { PD.rowCount = 6; } PD.SetPlayer1(cursor.getX(), p1eggState == 3); if (cursor2 == null) { PD.SetPlayer2(-1); } else { PD.SetPlayer2(cursor2.getX()); } SignalSuccess(); PD.CharacterSelectConfirmation(p1eggState == -3); }