Esempio n. 1
0
    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));
    }
Esempio n. 2
0
    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);
    }