static void Main(string[] args) { Sword mySword = new Sword("Big Golden Sword"); mySword.Equip(); mySword.TakeDamage(5); mySword.Sell(); Axe myAxe = new Axe("Small Silver Axe"); myAxe.Equip(); IItem[] inventory = new IItem[2]; inventory[0] = mySword; inventory[1] = myAxe; for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } Console.ReadKey(); }
static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); Console.WriteLine("--------------------------------------------------------------"); Axe axe = new Axe("Fury Axe"); axe.Equip(); axe.TakeDamage(10); axe.Sell(); Console.WriteLine(); //create an inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; //loop trough and turn in all quest items for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } Console.ReadKey(); }
static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); sword.TurnIn(); Axe axe = new Axe("Fury Axe"); axe.Equip(); axe.TakeDamage(10); axe.Sell(); // Create inventory Iitem[] inventory = new Iitem[2]; inventory[0] = sword; inventory[1] = axe; for (int i = 0; i < inventory.Length; i++) { IpartOfQuest questItem = inventory[i] as IpartOfQuest; if (questItem != null) { questItem.TurnIn(); } } }
static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); Axe axe = new Axe("Plain Axe"); axe.Equip(); axe.TakeDamage(15); axe.Sell(); //Create an inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; //Loop througn and turn in all quest items for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } }
static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); Axe axe = new Axe("Axe of fury"); axe.Equip(); axe.TakeDamage(20); axe.Sell(); }
public static void Main(string[] args) { // Create a golden sword and name it Sword goldSword = new Sword("Golden Sword"); goldSword.Equip(); goldSword.TakeDamage(20); goldSword.Sell(); Console.WriteLine("\n------------------------\n"); // Create a steal sword and name it Sword steelSword = new Sword("Steel Sword"); steelSword.Equip(); steelSword.Sell(); Console.WriteLine("\n------------------------\n"); // Create an Axe Axe axeOfAwesome = new Axe("Axe of Awesome"); axeOfAwesome.Equip(); axeOfAwesome.TakeDamage(10); axeOfAwesome.Sell(); // Create an Inventory Console.WriteLine("\n\n------------INVENTORY------------\n"); IItem[] inventory = new IItem[3]; inventory[0] = goldSword; inventory[1] = axeOfAwesome; inventory[2] = steelSword; // Loop through and turn in all eligible quest items for (int i = 0; i < inventory.Length; i++) { // Store the quest item as an IPartOfQuest if it is possible, if it isn't, it will be null IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } else { Console.WriteLine("Not turned in because item isn't a quest item."); } } }
static void Main(string[] args) { var sword = new Sword("Sword of Destiny"); sword.Equip(); sword.Damage(30); sword.Sell(); WriteLine(); var axe = new Axe("Fury Axe"); axe.Equip(); axe.Damage(50); axe.Sell(); WriteLine(); // Create an inventory based on IItem which allows us // to store both swords and axes IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; // Here we only turn in items if they implemented IPartOfQuest for (var i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } ReadLine(); }