Beispiel #1
0
        /// <summary>
        /// Extracts an effect from Buffer,
        /// </summary>
        /// <param name="Buffer">Buffer to extract from</param>
        /// <param name="StartIndex">Index to start reading</param>
        /// <param name="Length">Bytes to read</param>
        /// <returns>Typed effect class instance or NULL</returns>
        public static Effect ExtractEffect(byte[] Buffer, int StartIndex, int Length)
        {
            Effect returnValue = null;

            EffectType effecttype = (EffectType)BitConverter.ToUInt16(Buffer, StartIndex);

            switch (effecttype)
            {
            case EffectType.Invert:                                                 // 1
                returnValue = new EffectInvert(Buffer, StartIndex);
                break;

            case EffectType.Shake:                                                  // 2
                returnValue = new EffectShake(Buffer, StartIndex);
                break;

            case EffectType.Paralyze:                                               // 3
                returnValue = new EffectParalyze(Buffer, StartIndex);
                break;

            case EffectType.Release:                                                // 4
                returnValue = new EffectRelease(Buffer, StartIndex);
                break;

            case EffectType.Blind:                                                  // 5
                returnValue = new EffectBlind(Buffer, StartIndex);
                break;

            case EffectType.See:                                                    // 6
                returnValue = new EffectSee(Buffer, StartIndex);
                break;

            case EffectType.Pain:                                                   // 7
                returnValue = new EffectPain(Buffer, StartIndex);
                break;

            case EffectType.Blur:                                                   // 8
                returnValue = new EffectBlur(Buffer, StartIndex);
                break;

            case EffectType.Raining:                                                // 9
                returnValue = new EffectRaining(Buffer, StartIndex);
                break;

            case EffectType.Snowing:                                                // 10
                returnValue = new EffectSnowing(Buffer, StartIndex);
                break;

            case EffectType.ClearWeather:                                           // 11
                returnValue = new EffectClearWeather(Buffer, StartIndex);
                break;

            case EffectType.Sand:                                                   // 12
                returnValue = new EffectSand(Buffer, StartIndex);
                break;

            case EffectType.ClearSand:                                              // 13
                returnValue = new EffectClearSand(Buffer, StartIndex);
                break;

            case EffectType.Waver:                                                  // 14
                returnValue = new EffectWaver(Buffer, StartIndex);
                break;

            case EffectType.FlashXLat:                                              // 15
                returnValue = new EffectFlashXLat(Buffer, StartIndex);
                break;

            case EffectType.WhiteOut:                                               // 16
                returnValue = new EffectWhiteOut(Buffer, StartIndex);
                break;

            case EffectType.XLatOverride:                                           // 17
                returnValue = new EffectXLatOverride(Buffer, StartIndex);

                break;

            default:
                returnValue = new EffectGeneric(Buffer, StartIndex, Length);
                break;
            }

            return(returnValue);
        }
Beispiel #2
0
        /// <summary>
        /// Extracts an effect from Buffer, 
        /// </summary>
        /// <param name="Buffer">Buffer to extract from</param>
        /// <param name="StartIndex">Index to start reading</param>
        /// <param name="Length">Bytes to read</param>
        /// <returns>Typed effect class instance or NULL</returns>
        public static Effect ExtractEffect(byte[] Buffer, int StartIndex, int Length)
        {
            Effect returnValue = null;

            EffectType effecttype = (EffectType)BitConverter.ToUInt16(Buffer, StartIndex);
            switch (effecttype)
            {
                case EffectType.Invert:                                             // 1
                    returnValue = new EffectInvert(Buffer, StartIndex);
                    break;

                case EffectType.Shake:                                              // 2
                    returnValue = new EffectShake(Buffer, StartIndex);
                    break;

                case EffectType.Paralyze:                                           // 3
                    returnValue = new EffectParalyze(Buffer, StartIndex);
                    break;

                case EffectType.Release:                                            // 4
                    returnValue = new EffectRelease(Buffer, StartIndex);
                    break;

                case EffectType.Blind:                                              // 5
                    returnValue = new EffectBlind(Buffer, StartIndex);
                    break;

                case EffectType.See:                                                // 6
                    returnValue = new EffectSee(Buffer, StartIndex);
                    break;

                case EffectType.Pain:                                               // 7
                    returnValue = new EffectPain(Buffer, StartIndex);
                    break;

                case EffectType.Blur:                                               // 8
                    returnValue = new EffectBlur(Buffer, StartIndex);
                    break;

                case EffectType.Raining:                                            // 9
                    returnValue = new EffectRaining(Buffer, StartIndex);
                    break;

                case EffectType.Snowing:                                            // 10
                    returnValue = new EffectSnowing(Buffer, StartIndex);
                    break;

                case EffectType.ClearWeather:                                       // 11
                    returnValue = new EffectClearWeather(Buffer, StartIndex);
                    break;

                case EffectType.Sand:                                               // 12
                    returnValue = new EffectSand(Buffer, StartIndex);
                    break;

                case EffectType.ClearSand:                                          // 13
                    returnValue = new EffectClearSand(Buffer, StartIndex);
                    break;

                case EffectType.Waver:                                              // 14
                    returnValue = new EffectWaver(Buffer, StartIndex);
                    break;

                case EffectType.FlashXLat:                                          // 15
                    returnValue = new EffectFlashXLat(Buffer, StartIndex);
                    break;

                case EffectType.WhiteOut:                                           // 16
                    returnValue = new EffectWhiteOut(Buffer, StartIndex);
                    break;

                case EffectType.XLatOverride:                                       // 17
                    returnValue = new EffectXLatOverride(Buffer, StartIndex);

                    break;
                default:
                    returnValue = new EffectGeneric(Buffer, StartIndex, Length);
                    break;
              
            }

            return returnValue;
        }