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); }
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; }