private void GetEquipment(List <IEquipment> equipments, FactoryMethodManager factoryManager) { Console.Clear(); IEquipment weapon = factoryManager.GetEquipment(EquipmentType.Weapon); Console.WriteLine($"{weapon.GetInfo()}\n\n"); equipments.Add(weapon); }
private void GetArmour(List <IEquipment> equipments, FactoryMethodManager factoryManager) { Console.Clear(); IEquipment armour = factoryManager.GetEquipment(EquipmentType.Armour); Console.WriteLine($"{armour.GetInfo()}\n\n"); equipments.Add(armour); }
public void FactoryMethod() { FactoryMethodManager factoryManager = new FactoryMethodManager(); List <IEquipment> equipments = new List <IEquipment>(); float money = 0; bool create = true; while (create) { string[] menu = { "[1] Craft Weapon", "[2] Craft Armour", "[3] Show Bag", "[4] Show Money", "[5] Sell All", "", "[0] Main Menu [9] Exit" }; cw.CWStringArray(menu); Console.Write("Selection: "); ConsoleKeyInfo selection = Console.ReadKey(); switch (selection.Key) { case ConsoleKey.D1: GetEquipment(equipments, factoryManager); break; case ConsoleKey.D2: GetArmour(equipments, factoryManager); break; case ConsoleKey.D3: ShowBag(equipments); break; case ConsoleKey.D4: ShowMoney(money); break; case ConsoleKey.D5: SellAll(equipments, ref money); break; case ConsoleKey.D9: ExitConsoleApp(); break; case ConsoleKey.D0: Console.Clear(); equipments = null; create = false; break; default: Console.Clear(); break; } } Console.Clear(); }