public EnemyShip MakeEnemyShip(EnemyShipEnum shipType) { EnemyShip shipChosen = null; switch (shipType) { case EnemyShipEnum.UFOEnemyShip: shipChosen = new UFOEnemyShip(); break; case EnemyShipEnum.RocketEnemyShip: shipChosen = new RocketEnemyShip(); break; case EnemyShipEnum.BigUFOEnemyShip: shipChosen = new BigUFOEnemyShip(); break; default: shipChosen = null; break; } return(shipChosen); }
public static void Main(String[] args) { EnemyShip theEnemy = null; // Old way of creating objects // When we use new we are not being dynamic EnemyShip ufoShip = new UFOEnemyShip(); DoStuffEnemy(ufoShip); Console.WriteLine("\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 Console.WriteLine("What type of ship? (U or R)"); var enemyShipOption = Console.ReadLine(); switch (enemyShipOption.ToLower()) { case "u": theEnemy = new UFOEnemyShip(); break; case "r": theEnemy = new RocketEnemyShip(); break; default: theEnemy = new BigUFOEnemyShip(); break; } DoStuffEnemy(theEnemy); Console.ReadKey(); }
public EnemyShip makeEnemyShip(string typeofShip) { EnemyShip newShip = null; if (typeofShip == "U") { newShip = new UFOEnmeyShip(); } else if (typeofShip == "B") { newShip = new BigUFOEnemyShip(); } else { newShip = new RocketEnemyShip(); } return(newShip); }
public EnemyShip MakeEnemyShip(string newShipType) { EnemyShip newShip = null; if (newShipType.Equals("U")) { newShip = new UFOEnemyShip(); } else if (newShipType.Equals("R")) { newShip = new RocketEnemyShip(); } else if (newShipType.Equals("B")) { newShip = new BigUFOEnemyShip(); } return(newShip); }
public EnemyShip makeEnemyShip(string newShipType) { EnemyShip newShip = null; switch (newShipType) { case "U": newShip = new UFOEnemyShip(); break; case "R": newShip = new RocketEnemyShip(); break; case "B": newShip = new BigUFOEnemyShip(); break; default: break; } return(newShip); }