private static void CompletePreviousStages(SkysteelJob tempStage, int stageIndex) { for (int i = 0; i < stageIndex; i++) { tempStage.StageList[i].Progress = SkysteelProgress.States.Completed; } }
public static void ProgressClass(Character character, SkysteelProgress skysteelProgress, bool CompleteBool = false) { int StageIndex = SkysteelInfo.StageListString.IndexOf(skysteelProgress.Name); int JobIndex = SkysteelInfo.JobListString.IndexOf(skysteelProgress.Job); SkysteelJob tempJob = character.SkysteelModel.SkysteelJobList[JobIndex]; if (skysteelProgress.Progress == SkysteelProgress.States.NA) { CompletePreviousStages(tempJob, StageIndex); } else if (skysteelProgress.Progress == SkysteelProgress.States.Completed) { InCompleteFollowingStages(tempJob, StageIndex); return; } if (skysteelProgress.Progress == SkysteelProgress.States.Initiated | CompleteBool) { skysteelProgress.Progress = SkysteelProgress.States.Completed; } else { IncompleteOtherJobs(character, StageIndex); switch (StageIndex) { default: skysteelProgress.Progress = SkysteelProgress.States.Completed; break; //case 1: //case 2: // skysteelProgress.Progress++; // break; } } }
private static void InCompleteFollowingStages(SkysteelJob tempStage, int stageIndex) { for (int i = stageIndex; i < tempStage.StageList.Count; i++) { tempStage.StageList[i].Progress = SkysteelProgress.States.NA; } }