private void MissionStarted() { if (missionComplete == true) { currentMissionState = NPCMissionState.MissionFinished; } }
private void HasMission() { if (npcDialogue.GetHasSpoken()) { currentMissionState = NPCMissionState.MissionStarted; npcDialogue.SetHasSpoken(false); } }
public void SetDialogue(string[] inDialogueArray, NPCMissionState inState) { if (currentNPCMissionState != inState) { dialogue = inDialogueArray; } currentNPCMissionState = inState; }
private void MissionFinished() { if (npcDialogue.GetHasSpoken()) { currentMissionState = NPCMissionState.AfterMission; npcDialogue.SetHasSpoken(false); inventory.ClearInventory(); } }