public Data CreateItem(CSVRow row) { var d = new Data(row, this); switch (m_vIndex) { case 0: d = new BuildingData(row, this); break; case 2: d = new ResourceData(row, this); break; case 3: d = new CharacterData(row, this); break; case 7: d = new ObstacleData(row, this); break; case 10: d = new ExperienceLevelData(row, this); break; case 11: d = new TrapData(row, this); break; case 12: d = new LeagueData(row, this); break; case 13: d = new GlobalData(row, this); break; case 14: d = new TownhallLevelData(row, this); break; case 16: d = new NpcData(row, this); break; case 17: d = new DecoData(row, this); break; case 19: d = new ShieldData(row, this); break; case 22: d = new AchievementData(row, this); break; case 23: d = new Data(row, this); break; case 24: d = new Data(row, this); break; case 25: d = new SpellData(row, this); break; case 27: d = new HeroData(row, this); break; /*case 28: * d = new WarData(dic); * break;*/ default: break; } return(d); }
public Data CreateItem(CSVRow row) { var d = new Data(row, this); switch (m_vIndex) { case 0: d = new BuildingData(row, this); break; case 2: d = new ResourceData(row, this); break; case 3: d = new CharacterData(row, this); break; case 7: d = new ObstacleData(row, this); break; case 10: d = new ExperienceLevelData(row, this); break; case 11: d = new TrapData(row, this); break; case 12: d = new LeagueData(row, this); break; case 13: d = new GlobalData(row, this); break; case 14: d = new TownhallLevelData(row, this); break; case 16: d = new NpcData(row, this); break; case 17: d = new DecoData(row, this); break; case 19: d = new ShieldData(row, this); break; case 22: d = new AchievementData(row, this); break; case 23: d = new Data(row, this); break; case 24: d = new Data(row, this); break; case 25: d = new SpellData(row, this); break; case 27: d = new HeroData(row, this); break; case 28: d = new WarData(row, this); break; case 30: d = new AllianceBadgeLayersData(row, this); break; case 31: d = new AllianceBadgesData(row, this); break; case 32: d = new AllianceLevelsData(row, this); break; case 33: d = new AlliancePortalData(row, this); break; case 34: d = new BuildingClassesData(row, this); break; case 35: d = new EffectsData(row, this); break; case 36: d = new LocalesData(row, this); break; case 37: d = new MissionsData(row, this); break; case 38: d = new ProjectilesData(row, this); break; case 39: d = new RegionsData(row, this); break; case 40: d = new VariablesData(row, this); break; default: break; } return(d); }
public Data CreateItem(CSVRow row) { Data d = new Data(row, this); switch (m_vIndex) { case 0: d = new BuildingData(row, this); break; case 2: d = new ResourceData(row, this); break; case 3: d = new CharacterData(row, this); break; case 7: d = new ObstacleData(row, this); break; case 10: d = new ExperienceLevelData(row, this); break; case 11: d = new TrapData(row, this); break; case 12: d = new LeagueData(row, this); break; case 13: d = new GlobalData(row, this); break; case 14: d = new TownhallLevelData(row, this); break; case 16: d = new NpcData(row, this); break; case 17: d = new DecoData(row, this); break; case 19: d = new ShieldData(row, this); break; case 22: d = new AchievementData(row, this); break; case 23: d = new Data(row, this); break; case 24: d = new Data(row, this); break; case 25: d = new SpellData(row, this); break; case 27: d = new HeroData(row, this); break; /*case 28: d = new WarData(dic); break;*/ default: break; } return d; }
/// <summary> /// Create the item. /// </summary> /// <param name="row">The row.</param> /// <returns>The Data.</returns> public Data CreateItem(CSVRow row) { Data _Data; // Data _Data = new Data(row, this); switch (this.m_vIndex) { 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 CharacterData(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 GlobalData(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 ResourceData(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; } // default: // break; } return(_Data); }