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."); } }
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; }