public bool CheckEquipmentStatus(Rackets type) { switch (type) { case Rackets.BASIC: return(true); case Rackets.FAST: return(equipment[0]); case Rackets.LONG: return(equipment[1]); case Rackets.STRONG: return(equipment[2]); case Rackets.LUCKY: return(equipment[3]); case Rackets.MASTER: return(equipment[4]); default: return(false); } }
/// <summary> /// Updates/replaces a specific UserRacket /// </summary> /// <param name="userRacket"></param> public void UpdateRacket(UserRacket userRacket) { Rackets.RemoveAll(racket => racket.RacketId == userRacket.RacketId); Rackets.Add(userRacket); // check if this is the active racket and if so, replace if (ActiveRacket.RacketId == userRacket.RacketId) { ActiveRacket = userRacket; } }
public bool AddToEquiment(Rackets type) { switch (type) { case Rackets.FAST: if (coins >= 100) { equipment[0] = true; coins -= 100; return(true); } return(false); case Rackets.LONG: if (coins >= 100) { equipment[1] = true; coins -= 100; return(true); } return(false); case Rackets.STRONG: if (coins >= 100) { equipment[2] = true; coins -= 100; return(true); } return(false); case Rackets.LUCKY: if (coins >= 300) { equipment[3] = true; coins -= 300; return(true); } return(false); case Rackets.MASTER: if (coins >= 1000) { equipment[4] = true; coins -= 1000; return(true); } return(false); default: return(false); } }
public void BuyRacket(UserData data, Rackets racket) //TODO { data.AddToEquiment(racket); }
public UserRacket GetUserRacket(string racketId) { return(Rackets.Find(item => item.RacketId == racketId)); }