public bool Deserialize(JSON_ConceptCardTrustRewardItemParam json) { this.reward_type = (eRewardType)json.reward_type; this.iname = json.reward_iname; this.reward_num = json.reward_num; return(true); }
public Reward(eRewardType reward, Point position) { this.RewardType = reward; base.location = position; Random random = new Random(DateTime.Now.Millisecond); this.verticalMovement = CONST_VERTICAL_MOVEMENT + random.Next(4); string path = ConfigurationManager.AppSettings["pathImages"]; switch (reward) { case eRewardType.WidePad: base.image = Image.FromFile(path + "Reward_WidePad.png", false); break; case eRewardType.FirePad: base.image = Image.FromFile(path + "Reward_FirePad.png", false); break; case eRewardType.SlowBall: base.image = Image.FromFile(path + "Reward_SlowBall.png", false); break; case eRewardType.DemolitionBall: base.image = Image.FromFile(path + "Reward_DemolitionBall.png", false); break; case eRewardType.DoubleBall: base.image = Image.FromFile(path + "Reward_DoubleBall.png", false); break; case eRewardType.TripleBall: base.image = Image.FromFile(path + "Reward_TipleBall.png", false); break; case eRewardType.WinLevel: base.image = Image.FromFile(path + "Reward_WinLevel.png", false); break; } CollisionsSystem.RegisterItemForCollision(this); }
private void OnItemRequested(GameEvents.RequestItemSpawnEvent e) { // TODO get these from somewhere global Enums.eLevelTheme currentTheme = Enums.eLevelTheme.Forest; Enums.eDifficulty difficulty = Enums.eDifficulty.Easy; int[] sourceProbabilities = null; switch (e.ItemSource) { case Enums.eItemSource.Crate: sourceProbabilities = m_ItemTypeCrateProbabilities[(int)e.CrateType].Values; break; case Enums.eItemSource.Enemy: sourceProbabilities = m_ItemTypeEnemyProbabilities[(int)e.EnemyType].Values; break; } // determine reward eRewardType reward = eRewardType.Nothing; int[] probabilities = new int[sourceProbabilities.Length]; for (int i = 0; i < sourceProbabilities.Length; i++) { probabilities[i] = sourceProbabilities[i]; } reward = (eRewardType)Utils.WeightedRandom(probabilities); switch (reward) { case eRewardType.Money: RewardMoney(difficulty, e.ItemSource, e.CrateType, e.EnemyType, e.SpawnPosition); break; case eRewardType.Item: RewardItem(currentTheme, difficulty, e.ItemSource, e.CrateType, e.EnemyType, e.SpawnPosition); break; default: case eRewardType.Nothing: break; } }