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BBI.Unity.Game.World.LevelManager.get_LevelEntriesMP().cs
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BBI.Unity.Game.World.LevelManager.get_LevelEntriesMP().cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using BBI.Core.Network;
using BBI.Core.Utility;
using BBI.Game.Data;
using BBI.Game.Replay;
using BBI.Game.Simulation;
using BBI.Unity.Core.Utility;
using BBI.Unity.Game.Audio;
using BBI.Unity.Game.Data;
using BBI.Unity.Game.DLC;
using BBI.Unity.Game.Localize;
using UnityEngine;
namespace BBI.Unity.Game.World
{
// Token: 0x02000074 RID: 116
[Serializable]
public partial class LevelManager : ResettableSubsystemBase
{
// Token: 0x170000B6 RID: 182
// (get) Token: 0x060003C0 RID: 960
public LevelDefinition[] LevelEntriesMP
{
get
{
// MOD: add new levels to the list of levels
LevelDefinition[] array = new LevelDefinition[this.m_LevelEntriesMP.Length + MapModManager.maps.Count];
foreach (LevelDefinition def in m_LevelEntriesMP) {
def.m_NameLocId = MapModManager.mapNameOverrides[def.SceneName + (def.IsFFAOnly ? "" : "-")];
}
this.m_LevelEntriesMP.CopyTo(array, 0);
int num = this.m_LevelEntriesMP.Length;
foreach (var map in MapModManager.maps) {
LevelDefinition def = this.FindLevelFromSceneName(map.Value.name, GameMode.SinglePlayer).Copy(); // Copy is so the sp definition is different to the mp one
def.m_SceneName = map.Key;
def.m_IsFFAOnly = map.Value.gameMode == TeamSetting.FFA;
def.m_NameLocId = map.Value.locName;
def.m_LoadArtStreamingPath = null; // Fix the loading screen (null will show default loading background)
array[num++] = def;
}
return array;
// MOD
}
}
}
}