internal Data Create(Row _Row) { Data _Data; switch (this.Index) { case 1: _Data = new Abilities(_Row, this); break; case 2: _Data = new Achievements(_Row, this); break; case 3: _Data = new Alliance_Badges(_Row, this); break; case 4: _Data = new Alliance_Roles(_Row, this); break; case 5: _Data = new Area_Effect(_Row, this); break; case 6: _Data = new Arenas(_Row, this); break; case 7: _Data = new Buildings(_Row, this); break; case 8: _Data = new Character_Buffs(_Row, this); break; case 9: _Data = new Characters(_Row, this); break; case 10: _Data = new Chest_Order(_Row, this); break; case 11: _Data = new Configuration_Definitions(_Row, this); break; case 12: _Data = new Content_Tests(_Row, this); break; case 13: _Data = new Decos(_Row, this); break; case 14: _Data = new Draft_Deck(_Row, this); break; case 15: _Data = new Event_Categories(_Row, this); break; case 16: _Data = new Event_Category_Definitions(_Row, this); break; case 17: _Data = new Event_Category_Enums(_Row, this); break; case 18: _Data = new Event_Category_Object_Definitions(_Row, this); break; case 19: _Data = new Exp_Levels(_Row, this); break; case 20: _Data = new Gamble_Chests(_Row, this); break; case 21: _Data = new Game_Modes(_Row, this); break; case 22: _Data = new Globals(_Row, this); break; case 23: _Data = new Heroes(_Row, this); break; case 24: _Data = new Locales(_Row, this); break; case 25: _Data = new Locations(_Row, this); break; case 26: _Data = new NPCS(_Row, this); break; case 27: _Data = new Predefined_Decks(_Row, this); break; case 28: _Data = new Projectiles(_Row, this); break; case 29: _Data = new Rarities(_Row, this); break; case 30: _Data = new Regions(_Row, this); break; case 31: _Data = new Resource_Packs(_Row, this); break; case 32: _Data = new Resources(_Row, this); break; case 33: _Data = new Shop(_Row, this); break; case 34: _Data = new Spell_Sets(_Row, this); break; case 35: _Data = new Spells_Buildings(_Row, this); break; case 36: _Data = new Spells_Characters(_Row, this); break; case 37: _Data = new Spells_Heroes(_Row, this); break; case 38: _Data = new Spells_Others(_Row, this); break; case 39: _Data = new Survival_Modes(_Row, this); break; case 40: _Data = new Taunts(_Row, this); break; case 41: _Data = new Tournament_Tiers(_Row, this); break; case 42: _Data = new Treasure_Chests(_Row, this); break; case 43: _Data = new Tutorials_Home(_Row, this); break; case 44: _Data = new Tutorial_NPC(_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); }