public void Clear() { fading = false; professorDisplayed = false; currentMessage = null; messages.Clear(); }
public void Update(GameTime gameTime) { if (professorDisplayed && this.currentMessage.Timed && !fading) { this.currentMessage.displayedTime += (float) gameTime.ElapsedGameTime.TotalSeconds; if (currentMessage.displayedTime >= currentMessage.limit) StartFade(); } if (!professorDisplayed && messages.Count > 0) { this.currentMessage = messages.Dequeue (); professorDisplayed = true; } if (fading) { fadePassed += (float) gameTime.ElapsedGameTime.TotalSeconds; if (fadePassed >= fadeTotal) { professorDisplayed = false; fading = false; } } HandleInput (); }
public void EnqueueTimed(string text, float time) { ProfessorMessage message = new ProfessorMessage { Message = text, Timed = true, limit = time }; messages.Enqueue (message); }
public void ShowTimed(string text, float time) { ProfessorMessage message = new ProfessorMessage { Message = text, Timed = true, limit = time }; professorDisplayed = true; currentMessage = message; messages.Clear(); }
public void EnqueueMessageBox(string text, Action messageClosed) { ProfessorMessage message = new ProfessorMessage { Message = text, Action = messageClosed }; messages.Enqueue (message); }