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Dec 8th, 2019
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  1. base.Awake();
  2. MapDifficultySelectStartUI.Current = this;
  3. switch (Level.CurrentMode)
  4. {
  5. case Level.Mode.Easy:
  6. this.index = 0;
  7. break;
  8. case Level.Mode.Normal:
  9. this.index = 1;
  10. break;
  11. case Level.Mode.Hard:
  12. this.index = 2;
  13. break;
  14. default:
  15. Debug.LogWarning("Mode '" + Level.CurrentMode + "' not yet configured!");
  16. break;
  17. }
  18. this.options = new Level.Mode[]
  19. {
  20. Level.Mode.Easy,
  21. Level.Mode.Normal,
  22. Level.Mode.Hard
  23. };
  24. if (PlayerData.Data.CurrentMap == Scenes.scene_map_world_4)
  25. {
  26. if (!PlayerData.Data.IsHardModeAvailable)
  27. {
  28. this.options = new Level.Mode[]
  29. {
  30. Level.Mode.Normal
  31. };
  32. this.hard.gameObject.SetActive(true);
  33. this.hardSeparator.gameObject.SetActive(true);
  34. }
  35. else
  36. {
  37. this.options = new Level.Mode[]
  38. {
  39. Level.Mode.Normal,
  40. Level.Mode.Hard
  41. };
  42. }
  43. this.index = Mathf.Max(0, this.index - 1);
  44. this.easy.gameObject.SetActive(false);
  45. this.normalSeparator.gameObject.SetActive(false);
  46. }
  47. else
  48. {
  49. if (!PlayerData.Data.IsHardModeAvailable)
  50. {
  51. this.options = new Level.Mode[]
  52. {
  53. Level.Mode.Easy,
  54. Level.Mode.Normal,
  55. Level.Mode.Hard
  56. };
  57. }
  58. this.hard.gameObject.SetActive(true);
  59. this.hardSeparator.gameObject.SetActive(true);
  60. }
  61. this.difficulyTexts = new Text[3];
  62. this.difficulyTexts[0] = this.easy.GetComponent<Text>();
  63. this.difficulyTexts[1] = this.normal.GetComponent<Text>();
  64. this.difficulyTexts[2] = this.hard.GetComponent<Text>();
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