public SpellReticule reticuleFor(ISpell spell, Vector3 pos, Quaternion rot, Parent parent) { GameObject obj; switch (spell.effect().element) { case Element.Adam: obj = reticuleAdam; break; case Element.Earth: obj = reticuleEarth; break; case Element.Fire: obj = reticuleFire; break; case Element.Lightning: obj = reticuleAir; break; case Element.Matt: obj = reticuleMatt; break; case Element.Metal: obj = reticuleMetal; break; case Element.Water: default: obj = reticuleWater; break; } return(SpellReticule.Create(obj, pos, rot, spell, _registry, parent)); }
public SpellReticule reticuleFor(ISpell spell, Vector3 pos, Quaternion rot, Parent parent) { GameObject obj; switch (spell.effect().element) { case Element.Adam: obj = reticuleAdam; break; case Element.Earth: obj = reticuleEarth; break; case Element.Fire: obj = reticuleFire; break; case Element.Lightning: obj = reticuleAir; break; case Element.Matt: obj = reticuleMatt; break; case Element.Metal: obj = reticuleMetal; break; case Element.Water: default: obj = reticuleWater; break; } return SpellReticule.Create(obj, pos, rot, spell, _registry, parent); }