Esempio n. 1
0
        public WeaponAttributesViewModel(WeaponAttributesPrimitive primitive)
        {
            switch (primitive.DamageType)
            {
            case "severe":
                DamageType = WeaponDamageType.Severe;
                break;

            case "blunt":
                DamageType = WeaponDamageType.Blunt;
                break;

            case "projectile":
                DamageType = WeaponDamageType.Projectile;
                break;
            }

            switch (primitive.Elderseal)
            {
            case "low":
                Elderseal = WeaponElderseal.Low;
                break;

            case "average":
                Elderseal = WeaponElderseal.Average;
                break;

            case "high":
                Elderseal = WeaponElderseal.High;
                break;

            default:
                Elderseal = WeaponElderseal.None;
                break;
            }

            switch (primitive.Deviation)
            {
            case "none":
                Deviation = WeaponDeviation.None;
                break;

            case "low":
                Deviation = WeaponDeviation.Low;
                break;

            case "average":
                Deviation = WeaponDeviation.Average;
                break;

            case "high":
                Deviation = WeaponDeviation.High;
                break;

            default:
                Deviation = WeaponDeviation.Unset;
                break;
            }

            Affinity = primitive.Affinity;
            Defense  = primitive.Defense;
        }
Esempio n. 2
0
        public WeaponAttributesViewModel(WeaponBase weapon)
        {
            switch (weapon.Type)
            {
            case MHWMasterDataUtils.Core.WeaponType.GreatSword:
            case MHWMasterDataUtils.Core.WeaponType.LongSword:
            case MHWMasterDataUtils.Core.WeaponType.DualBlades:
            case MHWMasterDataUtils.Core.WeaponType.SwordAndShield:
            case MHWMasterDataUtils.Core.WeaponType.ChargeBlade:
            case MHWMasterDataUtils.Core.WeaponType.SwitchAxe:
            case MHWMasterDataUtils.Core.WeaponType.Lance:
            case MHWMasterDataUtils.Core.WeaponType.Gunlance:
            case MHWMasterDataUtils.Core.WeaponType.InsectGlaive:
                DamageType = WeaponDamageType.Severe;
                break;

            case MHWMasterDataUtils.Core.WeaponType.Hammer:
            case MHWMasterDataUtils.Core.WeaponType.HuntingHorn:
                DamageType = WeaponDamageType.Blunt;
                break;

            case MHWMasterDataUtils.Core.WeaponType.Bow:
            case MHWMasterDataUtils.Core.WeaponType.LightBowgun:
            case MHWMasterDataUtils.Core.WeaponType.HeavyBowgun:
                DamageType = WeaponDamageType.Projectile;
                break;
            }

            switch (weapon.Elderseal)
            {
            case MHWMasterDataUtils.Core.Elderseal.Low:
                Elderseal = WeaponElderseal.Low;
                break;

            case MHWMasterDataUtils.Core.Elderseal.Average:
                Elderseal = WeaponElderseal.Average;
                break;

            case MHWMasterDataUtils.Core.Elderseal.High:
                Elderseal = WeaponElderseal.High;
                break;

            default:
                Elderseal = WeaponElderseal.None;
                break;
            }

            if (weapon is Bowgun bowgun)
            {
                switch (bowgun.Deviation)
                {
                case BowgunDeviation.None:
                    Deviation = WeaponDeviation.None;
                    break;

                case BowgunDeviation.Low:
                    Deviation = WeaponDeviation.Low;
                    break;

                case BowgunDeviation.Average:
                    Deviation = WeaponDeviation.Average;
                    break;

                case BowgunDeviation.High:
                    Deviation = WeaponDeviation.High;
                    break;

                default:
                    Deviation = WeaponDeviation.Unset;
                    break;
                }
            }

            Affinity = weapon.Affinity;
            Defense  = weapon.Defense;
        }