private void UpdateMenuText()
{
_credits = "You currently have " + PlayerData.Credits.ToString(CultureInfo.InvariantCulture) + "$";
_finished = new Dictionary<string, bool>();
string livesNumber = "Lives numbers: ";
if (PlayerData.LivesNumberIndex < Improvements.LivesNumberData.Count - 1)
{
livesNumber += (Improvements.LivesNumberData[PlayerData.LivesNumberIndex + 1].Key + " (" +
Improvements.LivesNumberData[PlayerData.LivesNumberIndex + 1].Value + "$)");
_finished.Add("livesNumber", false);
}
else
{
_finished.Add("livesNumber", true);
livesNumber += "FINISHED";
}
string shootType = "Shoot type: ";
if (PlayerData.ShootTypeIndex < Improvements.ShootTypeData.Count - 1)
{
shootType += Improvements.ShootTypeData[PlayerData.ShootTypeIndex + 1].Key + " (" +
Improvements.ShootTypeData[PlayerData.ShootTypeIndex + 1].Value + "$)";
_finished.Add("shootType", false);
}
else
{
_finished.Add("shootType", true);
shootType += "FINISHED";
}
string shootPower = "Shoot power: ";
if (PlayerData.ShootPowerIndex < Improvements.ShootPowerData.Count - 1)
{
shootPower += "x" + Improvements.ShootPowerData[PlayerData.ShootPowerIndex + 1].Key + " (" +
Improvements.ShootPowerData[PlayerData.ShootPowerIndex + 1].Value + "$)";
_finished.Add("shootPower", false);
}
else
{
_finished.Add("shootPower", true);
shootPower += "FINISHED";
}
string shootFrequency = "Shoot frequency: ";
if (PlayerData.ShootFrequencyIndex < Improvements.ShootFrequencyData.Count - 1)
{
shootFrequency += "x" + Improvements.ShootFrequencyData[PlayerData.ShootFrequencyIndex + 1].Key + " (" +
Improvements.ShootFrequencyData[PlayerData.ShootFrequencyIndex + 1].Value + "$)";
_finished.Add("shootFrequency", false);
}
else
{
_finished.Add("shootFrequency", true);
shootFrequency += "FINISHED";
}
string timerInitialTime = "Timer initial time: ";
if (PlayerData.TimerInitialTimeIndex < Improvements.TimerInitialTimeData.Count - 1)
{
timerInitialTime += Improvements.TimerInitialTimeData[PlayerData.TimerInitialTimeIndex + 1].Key + " (" +
Improvements.TimerInitialTimeData[PlayerData.TimerInitialTimeIndex + 1].Value + "$)";
_finished.Add("timerInitialTime", false);
}
else
{
_finished.Add("timerInitialTime", true);
timerInitialTime += "FINISHED";
}
string timerExtraTime = "Timer extra time: ";
if (PlayerData.TimerExtraTimeIndex < Improvements.TimerExtraTimeData.Count - 1)
{
timerExtraTime += Improvements.TimerExtraTimeData[PlayerData.TimerExtraTimeIndex + 1].Key + " (" +
Improvements.TimerExtraTimeData[PlayerData.TimerExtraTimeIndex + 1].Value + "$)";
_finished.Add("timerExtraTime", false);
}
else
{
_finished.Add("timerExtraTime", true);
timerExtraTime += "FINISHED";
}
string invicibleTime = "Invicible time: ";
if (PlayerData.InvicibleTimeIndex < Improvements.InvicibleTimeData.Count - 1)
{
invicibleTime += Improvements.InvicibleTimeData[PlayerData.InvicibleTimeIndex + 1].Key + " (" +
Improvements.InvicibleTimeData[PlayerData.InvicibleTimeIndex + 1].Value + "$)";
_finished.Add("invicibleTime", false);
}
else
{
_finished.Add("invicibleTime", true);
invicibleTime += "FINISHED";
}
string slowMode = "Slow mode: ";
if (!PlayerData.SlowModeEnabled)
{
slowMode += "UNLOCK (" + Improvements.SlowModePrice + "$)";
_finished.Add("slowMode", false);
}
else
{
_finished.Add("slowMode", true);
slowMode += "UNLOCKED";
}
string bulletTime = "Bullet time: ";
if (!PlayerData.BulletTimeEnabled)
{
bulletTime += "UNLOCK (" + Improvements.BulletTimePrice + "$)";
_finished.Add("bulletTime", false);
}
else
{
_finished.Add("bulletTime", true);
bulletTime += "UNLOCKED";
}
string bulletTimeTimer = "Bullet time timer: ";
if (PlayerData.BulletTimeTimerIndex < Improvements.BulletTimeTimerData.Count - 1)
{
bulletTimeTimer += Improvements.BulletTimeTimerData[PlayerData.BulletTimeTimerIndex + 1].Key + " (" +
Improvements.BulletTimeTimerData[PlayerData.BulletTimeTimerIndex + 1].Value + "$)";
_finished.Add("bulletTimeTimer", false);
}
else
{
_finished.Add("bulletTimeTimer", true);
bulletTimeTimer += "FINISHED";
}
string bulletTimeDivisor = "Bullet time divisor: ";
if (PlayerData.BulletTimeDivisorIndex < Improvements.BulletTimeDivisorData.Count - 1)
{
bulletTimeDivisor += "x1/" + (Improvements.BulletTimeDivisorData[PlayerData.BulletTimeDivisorIndex + 1].Key) + " (" +
Improvements.BulletTimeDivisorData[PlayerData.BulletTimeDivisorIndex + 1].Value + "$)";
_finished.Add("bulletTimeDivisor", false);
}
else
{
_finished.Add("bulletTimeDivisor", true);
bulletTimeDivisor += "FINISHED";
}
_menuText = new string[]
{
livesNumber,
shootType,
shootPower,
shootFrequency,
timerInitialTime,
timerExtraTime,
invicibleTime,
slowMode,
bulletTime,
bulletTimeTimer,
bulletTimeDivisor
};
}