private GameDataModel.Choice[] FilterOutContactInChoices(GameDataModel.Contact contact) { GameDataModel.Choice[] choices = new GameDataModel.Choice[totalBtns]; // for (int x = 0; x < contact.choices.Length; x++) { // if (contact.choices[x].contacts) // } return(choices); }
private bool isItemGone(GameDataModel.Choice choice) { bool itemGone = true; if (choice.itemGone != null) { return(!inventoryDataService.IsItemFound(choice.itemGone)); } return(itemGone); }
private bool isRequirementMet(GameDataModel.Choice choice) { bool requirementMet = false; if (choice.requirement != null) { return(inventoryDataService.IsItemFound(choice.requirement)); } return(requirementMet); }
private bool CheckChoice(GameDataModel.Choice choice, GameDataModel.Contact contact) { if (choice.requirement != "") { return(isRequirementMet(choice) && TaskNotCompleted(choice.requirement)); } else if (choice.itemGone != "") { return(isItemGone(choice) && TaskNotCompleted(choice.itemGone)); } else if (choice.contacts.Length > 1 && choice.contacts[1].id == contact.id) { return(false); } else { return(true); } }