//Gives consequences of the fight ending, however that may be public void CombatEndFight() { if (PlayerClass.PlayerHitPoints <= 0) { Console.WriteLine(); Console.WriteLine(" You got knocked out! Hey, at least they didn't kill you.\n"); Console.WriteLine($" You've lost {(PlayerClass.PlayerMoney / 10).ToString("C")}\n"); Thread.Sleep(3000); Console.Clear(); PlayerClass.EndFight(false, PlayerClass.PlayerMoney / 10); CriminalClass.CriminalMaxHitPoints(); stillFighting = false; } else if (CriminalClass.CriminalHitPoints <= 0) { Console.WriteLine(); Console.WriteLine(" You've won. Justice.\n"); Console.WriteLine($" You've gained {(CriminalClass.CriminalMoney).ToString("C")}\n"); Console.WriteLine($" You've gained {CriminalClass.CriminalExperience} XP.\n"); Thread.Sleep(3000); Console.Clear(); PlayerClass.EndFight(true, CriminalClass.CriminalMoney); CriminalClass.CriminalMaxHitPoints(); stillFighting = false; } }
//Ends fight based on criterion from Combat Class public static void EndFight(bool winFight, int money) { if (winFight) { CriminalClass.CriminalMaxHitPoints(); AddExp(CriminalClass.CriminalExperience); NextLevelExperience(); LevelUp(); AddPlayerMoney(money); GameMenus thisMenu = new GameMenus(); thisMenu.GoHome(); } else { CriminalClass.CriminalMaxHitPoints(); SpendPlayerMoney(money); GameMenus thisMenu = new GameMenus(); thisMenu.GoHome(); } }