private bool DialogIsVisible()
{
UIElement uie=null;
switch (TownObject)
{
case TownObjects.Stash:
uie = Game.GameCache.ReturnTownRunObjectDialogElement(GameCache.TownRunBehavior.Stash);
break;
case TownObjects.Sell:
uie = Game.GameCache.ReturnTownRunObjectDialogElement(GameCache.TownRunBehavior.Sell);
break;
case TownObjects.Salvage:
uie = Game.GameCache.ReturnTownRunObjectDialogElement(GameCache.TownRunBehavior.Salvage);
break;
case TownObjects.Gamble:
uie = Game.GameCache.ReturnTownRunObjectDialogElement(GameCache.TownRunBehavior.Gamble);
break;
case TownObjects.NephalemObelisk:
uie = Game.GameCache.ReturnTownRunObjectDialogElement(GameCache.TownRunBehavior.NephalemObelisk);
break;
case TownObjects.NephalemNPC:
uie = UI.Game.Conversation_Dialog_Main;
break;
case TownObjects.Tyrael:
uie = UI.Game.Conversation_Selection_Dialog;
break;
}
if (uie == null)
{
if (!attemptedInteraction)
{
attemptedInteraction = true;
return false;
}
return true;
}
return UI.ValidateUIElement(uie);
}