/// <summary> /// Upgrade this instance / card. /// </summary> public void Upgrade() { // var resourceDataTable = ObjectManager.DataTables.GetTable(this.Type); if (this.Type == 26) { Spells_Characters _Card = ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Characters).GetItemById(this.ID) as Spells_Characters; // Spells_Characters _Card = CSV.Tables.Get(Gamefile.Spells_Characters).GetDataWithID(this.ID) as Spells_Characters; // Rarities _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities; Rarities _Rarity = ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities; if (this.Level < _Rarity.LevelCount) { this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; this.Level++; } } else if (this.Type == 27) { // Spells_Buildings _Card = CSV.Tables.Get(Gamefile.Spells_Buildings).GetDataWithID(this.ID) as Spells_Buildings; // Rarities _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities; Spells_Buildings _Card = ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Buildings).GetItemById(this.ID) as Spells_Buildings; Rarities _Rarity = ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities; if (this.Level < _Rarity.LevelCount) { this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; this.Level++; } } else if (this.Type == 28) { // Spells_Other _Card = CSV.Tables.Get(Gamefile.Spells_Other).GetDataWithID(this.ID) as Spells_Other; // Rarities _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities; Spells_Other _Card = ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Other).GetItemById(this.ID) as Spells_Other; Rarities _Rarity = ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities; if (this.Level < _Rarity.LevelCount) { this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; // [this.Level] this.Level++; } } }
internal Data Create(Row _Row) { Data _Data; switch ((Gamefile)this.Index) { case Gamefile.Treasure_Chests: _Data = new Treasure_Chests(_Row, this); break; case Gamefile.Rarities: _Data = new Rarities(_Row, this); break; case Gamefile.Spells_Characters: _Data = new Spells_Characters(_Row, this); break; case Gamefile.Spells_Buildings: _Data = new Spells_Buildings(_Row, this); break; case Gamefile.Spells_Other: _Data = new Spells_Other(_Row, this); break; case Gamefile.Arenas: _Data = new Arenas(_Row, this); break; default: { _Data = new Data(_Row, this); break; } } return(_Data); }
/// <summary> /// Create the item. /// </summary> /// <param name="_Row">The row.</param> /// <returns>The Data.</returns> public Data Create(Row _Row) { Data _Data; switch (this.Index) { case 1: { _Data = new Achievements(_Row, this); break; } case 2: { _Data = new Alliance_Badges(_Row, this); break; } case 3: { _Data = new Alliance_Roles(_Row, this); break; } case 4: { _Data = new Area_Effect_Objects(_Row, this); break; } case 5: { _Data = new Arenas(_Row, this); break; } case 6: { _Data = new Buildings(_Row, this); break; } case 7: { _Data = new Character_Buffs(_Row, this); break; } case 8: { _Data = new Characters(_Row, this); break; } case 9: { _Data = new Chest_Order(_Row, this); break; } case 10: { _Data = new Content_Tests(_Row, this); break; } case 11: { _Data = new Damage_Types(_Row, this); break; } case 12: { _Data = new Decos(_Row, this); break; } case 13: { _Data = new Exp_Levels(_Row, this); break; } case 14: { _Data = new Gamble_Chests(_Row, this); break; } case 15: { _Data = new Globals(_Row, this); break; } case 16: { _Data = new Locales(_Row, this); break; } case 17: { _Data = new Locations(_Row, this); break; } case 18: { _Data = new Npcs(_Row, this); break; } case 19: { _Data = new Predefined_Decks(_Row, this); break; } case 20: { _Data = new Projectiles(_Row, this); break; } case 21: { _Data = new Rarities(_Row, this); break; } case 22: { _Data = new Regions(_Row, this); break; } case 23: { _Data = new Resource_Packs(_Row, this); break; } case 24: { _Data = new Resources(_Row, this); break; } case 25: { _Data = new Shop(_Row, this); break; } case 26: { _Data = new Spawn_Points(_Row, this); break; } case 27: { _Data = new Spell_Sets(_Row, this); break; } case 28: { _Data = new Spells_Buildings(_Row, this); break; } case 29: { _Data = new Spells_Characters(_Row, this); break; } case 30: { _Data = new Spells_Other(_Row, this); break; } case 31: { _Data = new Survival_Modes(_Row, this); break; } case 32: { _Data = new Taunts(_Row, this); break; } case 33: { _Data = new Tournament_Tiers(_Row, this); break; } case 34: { _Data = new Treasure_Chests(_Row, this); break; } case 35: { _Data = new Tutorials_Home(_Row, this); break; } case 36: { _Data = new Tutorials_Npc(_Row, this); break; } default: { _Data = new Data(_Row, this); break; } } return(_Data); }