void PerformAnAction(actionPossibility _action)
 {
     foreach (Person _per in networkMgr.GetAllPeople())
     {
         if (_per.personalIndex == _action.personIndex)
         {
             networkMgr.TriggerRelationshipChange(_per.gameObject, _action.isGoodAction, true);
             return;
         }
     }
 }
    List <actionPossibility> FindAllPossibleActions()
    {
        List <actionPossibility> listToReturn = new List <actionPossibility>();

        for (int i = 0; i < networkMgr.GetNumPeople(); i++)                     // for every person
        {
            actionPossibility possibility1 = new actionPossibility(true, networkMgr.GetAllPeople()[i].personalIndex);
            actionPossibility possibility2 = new actionPossibility(false, networkMgr.GetAllPeople()[i].personalIndex);
            listToReturn.Add(possibility1);
            listToReturn.Add(possibility2);
        }
        return(listToReturn);
    }
 void PerformAnAction(actionPossibility _action)
 {
     foreach (Person _per in networkMgr.GetAllPeople())
     {
         if (_per.personalIndex == _action.personIndex)
         {
             networkMgr.TriggerRelationshipChange(_per.gameObject, _action.isGoodAction, true);
             return;
         }
     }
 }
 List<actionPossibility> FindAllPossibleActions()
 {
     List<actionPossibility> listToReturn = new List<actionPossibility>();
     for (int i = 0; i < networkMgr.GetNumPeople(); i++) 		// for every person
     {
         actionPossibility possibility1 = new actionPossibility(true, networkMgr.GetAllPeople()[i].personalIndex);
         actionPossibility possibility2 = new actionPossibility(false, networkMgr.GetAllPeople()[i].personalIndex);
         listToReturn.Add(possibility1);
         listToReturn.Add(possibility2);
     }
     return listToReturn;
 }