private void AddWeaponInRoom(Random random) { switch (Level) { case 1: WeaponsInRoom.Add(new Sword(this, GetRandomLocation(random))); break; case 2: WeaponsInRoom.Add(new BluePotion(this, GetRandomLocation(random))); break; case 3: WeaponsInRoom.Add(new Bow(this, GetRandomLocation(random))); break; case 4: if (CheckPlayerInventory("Bow")) { if (!CheckPlayerInventory("Blue Potion")) { WeaponsInRoom.Add(new BluePotion(this, GetRandomLocation(random))); } } else { WeaponsInRoom.Add(new Bow(this, GetRandomLocation(random))); } break; case 5: WeaponsInRoom.Add(new RedPotion(this, GetRandomLocation(random))); break; case 6: WeaponsInRoom.Add(new Mace(this, GetRandomLocation(random))); break; case 7: if (!CheckPlayerInventory("Mace")) { WeaponsInRoom.Add(new Mace(this, GetRandomLocation(random))); } break; default: break; } }
public void NewLevel(Random random) { Level++; if (Level != 1) { MessageBox.Show($"레벨업!! : {Level} 랩"); } Enemies.Clear(); WeaponsInRoom.Clear(); AddEnemyInRoom(random); AddWeaponInRoom(random); if (Level == 8) { if (MessageBox.Show("축하합니다. 만랩이 되었어요! 게임을 종료합니다") == DialogResult.OK) { Application.Exit(); } } }
public void AcquireWeapon(Weapon weapon) { player.AcquireWeapon(weapon); //WeaponsInRoom.Find((e) => (weapon.Name == e.Name)).PickUpWeapon(); WeaponsInRoom.Remove(weapon); }