public void seenConvo(ConvoIds convo) { if (!checkSeenConvo(convo)) { playerData.seenConvo.Add(convo); } savePlayerDataAsync(); }
public bool sayEasyHappyIfAvailable(ConvoIds convo) { bool seenHint = MasterPlayerData.instance.checkSeenConvo(convo); if (!seenHint) { Elementalist.instance.sayEasyHappy(Convos.getHintFrom(convo)); MasterPlayerData.instance.seenConvo(convo); } return(seenHint); }
public static string getHintFrom(ConvoIds id) { switch (id) { case ConvoIds.Boss: return("Congratulations! You beat a boss!"); case ConvoIds.Final: return("Congratulations! You have beat all biomes!. \n\nNow try to beat your high scores."); case ConvoIds.Fire: return("That was an intense battle. Congratulations on your victory."); case ConvoIds.Water: return("You didn't let water control you and fought through. Great work."); case ConvoIds.Earth: return("You certainly avoided danger and smashed your way to success."); case ConvoIds.Poison: return("It takes determination to succeed in the poisonous caverns. Congratulations."); case ConvoIds.Shadow: return("This might have been your toughest challenge. I am glad you made it."); case ConvoIds.Growth: return("The forest can get you down but you figured out its secrets."); case ConvoIds.Biomes: return("There are so many places to explore! They have different essence which you can use for more skills."); case ConvoIds.Reward: return("For that accomplishment you have been rewarded 100 "); default: return("NO HINT AVAILABLE FOR THIS ID"); } }
public static ConvoIds getHintIdFromBiome(DataTypes.BiomeType biome) { ConvoIds id = ConvoIds.Fire; switch (biome) { case DataTypes.BiomeType.Fire: id = ConvoIds.Fire; break; case DataTypes.BiomeType.Water: id = ConvoIds.Water; break; case DataTypes.BiomeType.Earth: id = ConvoIds.Earth; break; case DataTypes.BiomeType.Poison: id = ConvoIds.Poison; break; case DataTypes.BiomeType.Shadow: id = ConvoIds.Shadow; break; case DataTypes.BiomeType.Growth: id = ConvoIds.Growth; break; default: break; } return(id); }
public bool checkSeenConvo(ConvoIds convo) { return(playerData.seenConvo.Contains(convo)); }