/*public void ShowMessageOnce(string speaker, string message, int id) * { * if (Utils.CheckOneTimeMessage(id)) * ShowMessage(speaker, message); * }*/ /*public void ShowMessage(string speaker, string message) * { * string[] speakers = {speaker}; * string[] messages = {message}; * ShowMessages(speakers, messages); * }*/ public void ShowMessagesOnce(string[] speakers, string[] messages, GameData.OneTimeMessageID id) { if (Utils.CheckOneTimeMessage(id)) { ShowMessages(speakers, messages); } }
public void ShowMonologueOnce(string speaker, string[] messages, GameData.OneTimeMessageID id) { if (Utils.CheckOneTimeMessage(id)) { ShowMonologue(speaker, messages); } }
// checks wether the passed id is already used. returns false is yes, stores the new id and returns true is no. public static bool CheckOneTimeMessage(GameData.OneTimeMessageID messageId) { if (GameData.Instance.TriggeredMessages.Contains(messageId)) { return(false); } GameData.Instance.TriggeredMessages.Add(messageId); return(true); }
public void ShowDialogueOnce(string speakerFirst, string speakerSecond, string[] messages, GameData.OneTimeMessageID id) { if (Utils.CheckOneTimeMessage(id)) { ShowDialogue(speakerFirst, speakerSecond, messages); } }