public void SaveNPC(int node_to_remember, DialogManager.DialogType type) // new start node for that npc { for (int i = 0; i < npc_data.Count; ++i) { if (npc_data[i].dialog_type == type) { npc_data[i].actual_node = node_to_remember; } } }
public int SetNPCStartNode(DialogManager.DialogType type, int first_node) // loking for which node has to start { for (int i = 0; i < npc_data.Count; ++i) { if (npc_data[i].dialog_type == type) { return(npc_data[i].actual_node); } } npc_data.Add(new NPC_DataSave(type, first_node)); return(-1); }
public NPC_DataSave(DialogManager.DialogType type, int node) { dialog_type = type; actual_node = node; }