static void Main(string[] args) { EnemyShipFactory shipFactory = new EnemyShipFactory(); EnemyShip theEnemy = null; string readLine; readLine = Console.ReadLine(); //Scanner userInput = new Scanner(System.in); Console.WriteLine("What type of ship? (U / R / B)"); String typeOfShip = readLine; theEnemy = shipFactory.makeEnemyShip(typeOfShip); if (theEnemy != null) { DoStuffEnemy(theEnemy); } else { Console.WriteLine("Enter U / R / B"); } }
static void Main(string[] args) { EnemyShip ufo; EnemyShipFactory factory = new EnemyShipFactory(); Console.WriteLine("What Type of Ship? "); string input = Console.ReadLine(); //this gets to stay the same if the make ship logic does change ufo = factory.MakeEnemyShip(input); DoStuff(ufo); }
static void Main(string[] args) { // Create the factory object EnemyShipFactory shipFactory = new EnemyShipFactory(); // Enemy ship object EnemyShip theEnemy = null; Console.WriteLine("What type of ship? (U / R / B)"); var txt = Console.ReadLine(); if (!string.IsNullOrEmpty(txt)) { String typeOfShip = txt; theEnemy = shipFactory.makeEnemyShip(typeOfShip); if (theEnemy != null) { doStuffEnemy(theEnemy); } else { Console.WriteLine("Please enter U, R, or B next time"); } } /* * EnemyShip theEnemy = null; * * // Old way of creating objects * // When we use new we are not being dynamic * * EnemyShip ufoShip = new UFOEnemyShip(); * * doStuffEnemy(ufoShip); * * System.out.print("\n"); * * // ----------------------------------------- * * // This allows me to make the program more dynamic * // It doesn't close the code from being modified * // and that is bad! * * // Defines an input stream to watch: keyboard * Scanner userInput = new Scanner(System.in); * * String enemyShipOption = ""; * * System.out.print("What type of ship? (U or R)"); * * if (userInput.hasNextLine()){ * * enemyShipOption = userInput.nextLine(); * * } * * if (enemyShipOption == "U"){ * * theEnemy = new UFOEnemyShip(); * * * } else * * if (enemyShipOption == "R"){ * * theEnemy = new RocketEnemyShip(); * * } else { * * theEnemy = new BigUFOEnemyShip(); * * } * * doStuffEnemy(theEnemy); * * // -------------------------------------------- */ }