private static void InCompleteFollowingStages(ShBJob tempStage, int stageIndex) { for (int i = stageIndex; i < tempStage.StageList.Count; i++) { tempStage.StageList[i].Progress = ShBProgress.States.NA; } }
public static void ProgressClass(Character character, ShBProgress shbProgress, bool CompleteBool = false) { int StageIndex = ShBInfo.StageListString.IndexOf(shbProgress.Name); int JobIndex = ShBInfo.JobListString.IndexOf(shbProgress.Job); ShBJob tempJob = character.ShBModel.ShbJobList[JobIndex]; if (shbProgress.Progress == ShBProgress.States.NA & StageIndex > 0) { CompletePreviousStages(character, tempJob, StageIndex); } else if (shbProgress.Progress == ShBProgress.States.Completed) { InCompleteFollowingStages(tempJob, StageIndex); return; } if (shbProgress.Progress == ShBProgress.States.Initiated | CompleteBool) { shbProgress.Progress = ShBProgress.States.Completed; AlterCounts(character, StageIndex); } else { IncompleteOtherJobs(character, StageIndex); switch (StageIndex) { case 0: shbProgress.Progress = ShBProgress.States.Completed; break; case 1: shbProgress.Progress = ShBProgress.States.Completed; break; case 2: shbProgress.Progress = ShBProgress.States.Completed; break; case 3: shbProgress.Progress = ShBProgress.States.Completed; break; case 4: shbProgress.Progress = ShBProgress.States.Completed; break; case 5: shbProgress.Progress = ShBProgress.States.Completed; break; default: shbProgress.Progress++; break; } AlterCounts(character, StageIndex); } }
private static void CompletePreviousStages(Character character, ShBJob tempStage, int stageIndex) { for (int i = 0; i < stageIndex; i++) { if (i == 0 & tempStage.Resistance.Progress != ShBProgress.States.Completed) { DecreaseScalePowder(character); } else if (i == 1 & tempStage.AugmentedResistance.Progress != ShBProgress.States.Completed) { DecreaseMemoryCount(character); } else if (i == 2 & tempStage.Recollection.Progress != ShBProgress.States.Completed) { DecreaseBitterMemoryCount(character); } tempStage.StageList[i].Progress = ShBProgress.States.Completed; } }