public void Render(GameProcess gameProcess) { switch (gameProcess.GameState) { case GameState.Map: RenderMap(gameProcess); break; case GameState.Inventory: RenderInventory(gameProcess.Hero.Inventory); break; case GameState.Communication: RenderCommunication(gameProcess); break; case GameState.CommunicationDialog: RenderCommunicationDialog(gameProcess.GetCharacterNextHero().Dialog); break; case GameState.CommunicationBay: RenderBay(gameProcess.GetCharacterNextHero().ShopThings, gameProcess.Hero.GetNumberOfTeaLeavs()); break; case GameState.CommunicationSell: RenderSell(gameProcess.Hero.Inventory.Things, gameProcess.Hero.GetNumberOfTeaLeavs()); break; case GameState.Boiler: RenderBoiler(gameProcess.Hero.Notepad.Recipes, gameProcess.Hero.Inventory.Ingredients); break; case GameState.Notepad: RenderNotepad(gameProcess.Hero.Notepad); break; case GameState.ChangeMap: RenderChangeMap(gameProcess); break; case GameState.InformationPage: RenderInformationPage(gameProcess.InformationPageText); break; } Console.SetCursorPosition(0, 54); Console.WriteLine(gameProcess.Message); }
public void RenderCommunication(GameProcess gameProcess) { var character = gameProcess.GetCharacterNextHero(); Console.Clear(); Console.WriteLine(character.Name + ":"); Console.WriteLine(); int i = 1; foreach (var characterCommunicationType in character.CommunicationTypes) { Console.WriteLine(i++ + ". " + characterCommunicationType.GetName()); } Console.WriteLine("\nУйти(Q)"); }