/// <summary> /// Creates the data for the specified row. /// </summary> /// <param name="Row">The row.</param> internal Data Create(Row Row) { Data Data; switch (this.Index) { case 1: { Data = new BuildingData(Row, this); break; } case 2: { Data = new LocaleData(Row, this); break; } case 3: { Data = new ResourceData(Row, this); break; } case 4: { Data = new CharacterData(Row, this); break; } case 6: { Data = new ProjectileData(Row, this); break; } case 7: { Data = new BuildingClassData(Row, this); break; } case 8: { Data = new ObstacleData(Row, this); break; } case 9: { Data = new EffectData(Row, this); break; } case 10: { Data = new ParticleEmitterData(Row, this); break; } case 11: { Data = new ExperienceLevelData(Row, this); break; } case 12: { Data = new TrapData(Row, this); break; } case 13: { Data = new AllianceBadgeData(Row, this); break; } case 14: { Data = new GlobalData(Row, this); break; } case 15: { Data = new TownhallLevelData(Row, this); break; } case 16: { Data = new AlliancePortalData(Row, this); break; } case 17: { Data = new NpcData(Row, this); break; } case 18: { Data = new DecoData(Row, this); break; } case 19: { Data = new ResourcePackData(Row, this); break; } case 20: { Data = new ShieldData(Row, this); break; } case 21: { Data = new MissionData(Row, this); break; } case 22: { Data = new BillingPackageData(Row, this); break; } case 23: { Data = new AchievementData(Row, this); break; } case 25: { Data = new FaqData(Row, this); break; } case 26: { Data = new SpellData(Row, this); break; } case 27: { Data = new HintData(Row, this); break; } case 28: { Data = new HeroData(Row, this); break; } case 29: { Data = new LeagueData(Row, this); break; } case 30: { Data = new NewData(Row, this); break; } case 34: { Data = new AllianceBadgeLayerData(Row, this); break; } case 37: { Data = new VariableData(Row, this); break; } case 38: { Data = new GemBundleData(Row, this); break; } case 39: { Data = new VillageObjectData(Row, this); break; } default: { Data = new Data(Row, this); break; } } return(Data); }
/// <summary> /// Decodes this instance. /// </summary> public override void Decode(ByteStream Stream) { base.Decode(Stream); this.ResourcePackData = Stream.DecodeData <ResourcePackData>(); }
/// <summary> /// Creates the data for the specified row. /// </summary> /// <param name="Row">The row.</param> internal Data Create(Row Row) { Data Data; switch (this.Index) { case 1: { Data = new LocaleData(Row, this); break; } case 2: { Data = new BillingPackageData(Row, this); break; } case 3: case 20: { Data = new GlobalData(Row, this); break; } case 4: { Data = new SoundData(Row, this); break; } case 5: { Data = new ResourceData(Row, this); break; } case 9: { Data = new CharacterBuffData(Row, this); break; } case 10: { Data = new ProjectileData(Row, this); break; } case 11: { Data = new EffectData(Row, this); break; } case 12: { Data = new PredefinedDeckData(Row, this); break; } case 14: { Data = new RarityData(Row, this); break; } case 15: { Data = new LocationData(Row, this); break; } case 16: { Data = new AllianceBadgeData(Row, this); break; } case 18: { Data = new NpcData(Row, this); break; } case 19: { Data = new TreasureChestData(Row, this); break; } case 21: { Data = new ParticleEmitterData(Row, this); break; } case 22: { Data = new AreaEffectObjectData(Row, this); break; } case 26: case 27: case 28: case 29: { Data = new SpellData(Row, this); break; } case 34: case 35: { Data = new CharacterData(Row, this); break; } case 40: { Data = new HealthBarData(Row, this); break; } case 41: { Data = new MusicData(Row, this); break; } case 42: { Data = new DecoData(Row, this); break; } case 43: { Data = new GambleChestData(Row, this); break; } case 45: case 48: { Data = new TutorialData(Row, this); break; } case 46: { Data = new ExpLevelData(Row, this); break; } case 50: { Data = new BackgroundDecoData(Row, this); break; } case 51: { Data = new SpellSetData(Row, this); break; } case 52: { Data = new ChestOrderData(Row, this); break; } case 53: { Data = new TauntData(Row, this); break; } case 54: { Data = new ArenaData(Row, this); break; } case 55: { Data = new ResourcePackData(Row, this); break; } case 56: { Data = new Data(Row, this); break; } case 57: { Data = new RegionData(Row, this); break; } case 58: { Data = new NewsData(Row, this); break; } case 59: { Data = new AllianceRoleData(Row, this); break; } case 60: { Data = new AchievementData(Row, this); break; } case 61: { Data = new HintData(Row, this); break; } case 62: { Data = new HelpshiftData(Row, this); break; } default: { Logging.Info(this.GetType(), "Invalid data table id: " + this.Index + "."); Data = null; break; } } return(Data); }
/// <summary> /// Initializes a new instance of the <see cref="BuyResourcePackCommand"/> class. /// </summary> /// <param name="ResourcePackData">The resource pack data.</param> public BuyResourcePackCommand(ResourcePackData ResourcePackData) { this.ResourcePackData = ResourcePackData; }
/// <summary> /// Creates the data for the specified row. /// </summary> /// <param name="Row">The row.</param> internal Data Create(Row Row) { Data Data; switch (this.Index) { case 0: { Data = new BuildingData(Row, this); break; } case 1: { Data = new LocaleData(Row, this); break; } case 2: { Data = new ResourceData(Row, this); break; } case 3: { Data = new CharacterData(Row, this); break; } case 6: { Data = new BuildingClassData(Row, this); break; } case 7: { Data = new ObstacleData(Row, this); break; } case 8: { Data = new EffectData(Row, this); break; } case 9: { Data = new ParticleEmitterData(Row, this); break; } case 10: { Data = new ExperienceLevelData(Row, this); break; } case 11: { Data = new TrapData(Row, this); break; } case 12: { Data = new AllianceBadgeData(Row, this); break; } case 13: { Data = new GlobalData(Row, this); break; } case 14: { Data = new TownhallLevelData(Row, this); break; } case 15: { Data = new PrototypeData(Row, this); break; } case 16: { Data = new NpcData(Row, this); break; } case 17: { Data = new DecoData(Row, this); break; } case 18: { Data = new ResourcePackData(Row, this); break; } case 20: { Data = new MissionData(Row, this); break; } case 21: { Data = new BillingPackageData(Row, this); break; } case 22: { Data = new AchievementData(Row, this); break; } case 25: { Data = new SpellData(Row, this); break; } case 26: { Data = new HintData(Row, this); break; } case 27: { Data = new LandingShipData(Row, this); break; } case 28: { Data = new ArtifactData(Row, this); break; } case 29: { Data = new ArtifactBonusData(Row, this); break; } case 30: { Data = new DeepseaParameterData(Row, this); break; } case 31: { Data = new ExplorationCostData(Row, this); break; } case 34: { Data = new ResourceShipData(Row, this); break; } case 35: { Data = new LootBoxData(Row, this); break; } case 36: { Data = new LiberatedIncomeData(Row, this); break; } case 37: { Data = new RegionData(Row, this); break; } case 38: { Data = new DefenseRewardData(Row, this); break; } case 39: { Data = new LocatorData(Row, this); break; } case 40: { Data = new EventData(Row, this); break; } case 41: { Data = new FootstepData(Row, this); break; } case 42: { Data = new PersistentEventRewardData(Row, this); break; } case 43: { Data = new CommunityLinkData(Row, this); break; } case 44: { Data = new ShieldData(Row, this); break; } case 45: { Data = new AbTestData(Row, this); break; } case 46: { Data = new LetterData(Row, this); break; } case 47: { Data = new RankData(Row, this); break; } case 48: { Data = new CountryData(Row, this); break; } case 51: { Data = new BoomboxData(Row, this); break; } case 52: { Data = new HeroData(Row, this); break; } case 53: { Data = new HeroAbilityData(Row, this); break; } case 54: { Data = new OfferData(Row, this); break; } case 55: { Data = new DeepLinkData(Row, this); break; } case 56: { Data = new SectorData(Row, this); break; } case 57: { Data = new SectorBonusData(Row, this); break; } default: { Data = new Data(Row, this); break; } } return(Data); }