public static void Armor(ICharacters character, List <CreatingItems> buildingitems, int wynik) { switch (wynik) { case 1: { CreatingItems one = buildingitems[0]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } case 2: { CreatingItems one = buildingitems[1]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } case 3: { CreatingItems one = buildingitems[2]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } case 4: { CreatingItems one = buildingitems[3]; if (character.Durability >= one.Required) { if (one.Price <= character.Money) { character.HeldArmor += one.Max; character.Money -= one.Price; Console.WriteLine("You have: " + character.Money + " money and your armour increase to: " + character.Armor); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have enought Strength:( "); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } break; } default: { Console.WriteLine("Wrong Number!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); break; } } }
public static void Item(ICharacters character, List <CreatingItems> buildingitems, int wynik) { switch (wynik) { case 1: { CreatingItems one = buildingitems[0]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("You don't have required Strength!"); } break; } case 2: { CreatingItems one = buildingitems[1]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } break; } case 3: { CreatingItems one = buildingitems[2]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } break; } case 4: { CreatingItems one = buildingitems[3]; if (character.Alchemics >= one.RequiredLevel) { if (character.ListOfItems.Count < 4) { if (one.Price <= character.Money) { character.Money -= one.Price; character.ListOfItems.Add(one.Max); Console.WriteLine("You add to your items health! Now you can use it at attack."); Thread.Sleep(750); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } else { Console.WriteLine("You dont have enought money!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } else { Console.WriteLine("Too many health items! You can own only 4 items!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); } } break; } default: { Console.WriteLine("Wrong Number!"); BuildingPurchase.Buying(OnInputWork.MovingOnMapHandler(), character); break; } } }
public static void ChangeGraphics() { Console.Clear(); Console.WriteLine("Change the graphics: "); Console.WriteLine("1. Minimum Quality"); Console.WriteLine("2. Medium Quality"); Console.WriteLine("3. Max Quality"); Console.WriteLine("4. Back"); int choice = OnInputWork.ChoiceHandler(); switch (choice) { case 1: { Console.Clear(); Console.WriteLine("Ehh.. so now you can see how good is your computer :) "); Thread.Sleep(3000); Console.Clear(); Options.Changes(); break; } case 2: { Console.Clear(); Console.WriteLine("This graphics is too advanced for your computer :("); upper: Console.WriteLine("1.Back and set another graphics"); int choice2 = OnInputWork.ChoiceHandler(); if (choice2 == 1) { Graphics.ChangeGraphics(); } else { Console.WriteLine("Write correct number!"); Thread.Sleep(750); Console.Clear(); goto upper; } break; } case 3: { Console.Clear(); Console.WriteLine("Your Computer is too shity :("); upper: Console.WriteLine("1.Back and set another graphics"); int choice2 = OnInputWork.ChoiceHandler(); if (choice2 == 1) { Graphics.ChangeGraphics(); } else { Console.WriteLine("Write correct number!"); Thread.Sleep(750); Console.Clear(); goto upper; } break; } case 4: { Console.Clear(); GameInvocation.OptionsSelector(); break; } default: { Console.Clear(); Console.WriteLine("Wrong number try again"); Thread.Sleep(750); Console.Clear(); Graphics.ChangeGraphics(); break; } } }