private void EvaluateRoll() { switch (_sum) { case 7: _diceSum = DiceSum.Seven; _gameStatus = GameStatus.Win; _point = 0; _statistics.SetStats(_numRolls, _gameStatus); break; case 11: _diceSum = DiceSum.YoLeven; _gameStatus = GameStatus.Win; _point = 0; _statistics.SetStats(_numRolls, _gameStatus); break; case 2: _diceSum = DiceSum.SnakeEyes; _gameStatus = GameStatus.Lose; _point = 0; _statistics.SetStats(_numRolls, _gameStatus); break; case 3: _diceSum = DiceSum.Trey; _gameStatus = GameStatus.Lose; _point = 0; _statistics.SetStats(_numRolls, _gameStatus); break; case 12: _diceSum = DiceSum.BoxCars; _gameStatus = GameStatus.Lose; _point = 0; _statistics.SetStats(_numRolls, _gameStatus); break; default: _gameStatus = GameStatus.Continue; _point = _sum; _statistics.SetStats(_numRolls, _gameStatus); break; } }
private void EvaluateRoll() // Defines switches if specific sums of the die are rolled on the first roll of the game. These are win/lose rolls. { switch (_sum) { case 7: _diceSum = DiceSum.Seven; _gameStatus = GameStatus.Win; _point = 0; _stats.SetStats(_numRolls, _gameStatus); break; case 11: _diceSum = DiceSum.YoLeven; _gameStatus = GameStatus.Win; _point = 0; _stats.SetStats(_numRolls, _gameStatus); break; case 2: _diceSum = DiceSum.SnakeEyes; _gameStatus = GameStatus.Lose; _point = 0; _stats.SetStats(_numRolls, _gameStatus); break; case 3: _diceSum = DiceSum.Trey; _gameStatus = GameStatus.Lose; _point = 0; _stats.SetStats(_numRolls, _gameStatus); break; case 12: _diceSum = DiceSum.BoxCars; _gameStatus = GameStatus.Lose; _point = 0; _stats.SetStats(_numRolls, _gameStatus); break; default: _gameStatus = GameStatus.Continue; _point = _sum; break; } }