Example #1
0
 public override void Speak(TextBlock txtInformation, Criminal c) //CHANGE LATER
 {
     if (MainWindow.crooksCaught < 2)
     {
         MessageBox.Show("You've arrived at the right location and " + Name + " has been apprehended. Good work! Now find " + c.Name + ".");
     }
     else
     {
         MessageBox.Show("You've done it! You've caught the man himself: Benny Alamo! Congratulations! Unfortunately, budget cuts at INTERPOL mean we can't you give you the reward, but a pat on the back should be more than enough. Good job.");
     }
 }
Example #2
0
        public virtual void Speak(TextBlock txtInformation, Criminal c)
        {
            string whatSay = "";

            if (MainWindow.correctCountry)
            {
                switch (MainWindow.crooksCaught) //inefficient, is there a better way to tie this up?
                {
                case 0:
                    determineCountryID(MainWindow.c1.resCountry);
                    whatSay = correctRumors[rnd.Next(0, 4)] + MainWindow.worldCountries[countryID].countryClue;
                    break;

                case 1:
                    determineCountryID(MainWindow.c2.resCountry);
                    whatSay = correctRumors[rnd.Next(0, 4)] + MainWindow.worldCountries[countryID].countryClue;
                    break;

                case 2:
                    determineCountryID(MainWindow.cS.resCountry);
                    whatSay = correctRumors[rnd.Next(0, 4)] + MainWindow.worldCountries[countryID].countryClue;
                    break;

                default:
                    MessageBox.Show("Hmm, this shouldn't have happened. Restart the game.");
                    break;
                }
                whatSay += ".";
            }
            else
            {
                whatSay = wrongRumors[rnd.Next(0, 11)];
            }
            whatSay             = Name + " says, \"" + whatSay + "\"";
            txtInformation.Text = whatSay;
        }