Danmaku_no_Kyojin.Screens.ImprovementScreen.UpdateMenuText C# (CSharp) Метод

UpdateMenuText() приватный Метод

private UpdateMenuText ( ) : void
Результат void
        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
                };
        }