static void Main(string[] args) { //create an instance of the sword class Sword sword = new Sword("Sword of Destiny"); //equip the sword sword.Equip(); //sell the sword sword.Sell(); //durability takes damage of 20 sword.Damage(20); Console.WriteLine(); //create an instance of the axe class Axe axe = new Axe("Axe of Wonders"); //equip the axe axe.Equip(); //sell the axe axe.Sell(); //durability takes damage of 10 axe.Damage(10); Console.WriteLine(); //create an Inventory so that you turn in items //this is an "array" of items Iitem[] inventory = new Iitem[2]; inventory[0] = sword; inventory[1] = axe; //loop through and turn in all quest items //create an index and set it to 0 which is less than the number of items in the inventory and increment the index for (int index = 0; index < inventory.Length; index++) { //check items to turn in from the inventory IPartOfQuest Items = inventory[index] as IPartOfQuest; //make sure the inventory is not empty and has an item in it. if (Items != null) { Items.TurnIn(); } } //await user input Console.ReadKey(); }
static void Main(string[] args) { Sword sword = new Sword("Sword of Destiny"); sword.Equip(); sword.TakeDamage(20); sword.Sell(); sword.TurnIn(); Console.WriteLine(); Axe axe = new Axe("Axe of fury"); axe.Equip(); axe.TakeDamage(10); axe.Sell(); //Create an Inventory IItem[] inventory = new IItem[2]; inventory[0] = sword; inventory[1] = axe; Console.WriteLine(); //Loop through and turn in all quest items //You have to case IPartOfQuest using the "as" keyword for (int i = 0; i < inventory.Length; i++) { IPartOfQuest questItem = inventory[i] as IPartOfQuest; if (questItem != null) { questItem.TurnIn(); } } Console.ReadKey(); }