/// <summary> /// For all NPC's - private texts /// adding new - only overload old values /// </summary> public void addNpcText(int id, NPCTextRec val) { if (_npcTextArr.ContainsKey(id)) { _npcTextArr.Remove(id); } _npcTextArr.Add(id, val); }
/// <summary> /// For all NPC's - global texts /// </summary> public static void AddNpcText(int id, NPCTextRec val) { if (_sNpcTextArr.ContainsKey(id)) { _sNpcTextArr.Remove(id); } _sNpcTextArr.Add(id, val); }
/// <summary> /// For all NPC's - private texts /// adding new - only overload old values /// </summary> public void addNpcText( int id, NPCTextRec val ) { if ( _npcTextArr.ContainsKey( id ) ) _npcTextArr.Remove( id ); _npcTextArr.Add( id, val ); }
/// <summary> /// For all NPC's - global texts /// </summary> public static void AddNpcText( int id, NPCTextRec val ) { if ( _sNpcTextArr.ContainsKey( id ) ) _sNpcTextArr.Remove( id ); _sNpcTextArr.Add( id, val ); }