private void ShowArmor() { var count = 1; ArmorCatalog.Clear(); Console.WriteLine("*** Armor List ***"); Console.WriteLine($"# Armor Name D OV SV"); foreach (var armor in ArmorList.OrderBy(x => x.Name)) { Console.WriteLine($"a{count}. {armor.Name, -20} {armor.Defense, 3} {armor.OriginalValue, 4:C0} {armor.ResellValue, 4:C0}"); ArmorCatalog.Add($"a{count}", armor); count++; } }
private void HeroArmorSell() { var count = 1; ArmorCatalog.Clear(); Console.WriteLine("*** Hero Armor List ***"); Console.WriteLine($"# Armor Name D OV SV"); if (this.Hero.ArmorsBag.Count == 0) { Console.WriteLine($"You have no Armor to sell at this time."); } else { foreach (var armor in Hero.ArmorsBag.OrderBy(x => x.Name)) { Console.WriteLine($"a{count}. {armor.Name,-20} {armor.Defense,3} {armor.OriginalValue,4:C0} {armor.ResellValue,4:C0}"); ArmorCatalog.Add($"a{count}", armor); } } }
private void HeroWeaponSell() { var count = 1; ArmorCatalog.Clear(); Console.WriteLine("*** Hero Weapon List ***"); Console.WriteLine($"# Weapon Name S OV SV"); if (this.Hero.WeaponsBag.Count == 0) { Console.WriteLine($"You have no Weapons to sell at this time."); } else { foreach (var weapon in Hero.WeaponsBag.OrderBy(x => x.Name)) { Console.WriteLine($"w{count}. {weapon.Name,-20} {weapon.Strength,3} {weapon.OriginalValue,4:C0} {weapon.ResellValue,4:C0}"); WeaponCatalog.Add($"w{count}", weapon); } } }