/// <summary> /// Initializes a new instance of the <see cref="Objects"/> class. /// </summary> internal Objects() { this.Buildings = new Buildings(this); this.Buildings2 = new Buildings(this, true); this.Obstacles = new Obstacles(this); this.Obstacles2 = new Obstacles(this, true); this.Traps = new Traps(this); this.Traps2 = new Traps(this, true); this.Decos = new Decos(this); this.Decos2 = new Decos(this, true); this.VillageObjects = new VillageObjects(this); this.Collider = new Collider(this); this.Collider2 = new Collider(this); }
internal Data Create(Row _Row) { Data _Data; switch ((Gamefile)Index) { case Gamefile.Buildings: _Data = new Buildings(_Row, this); break; case Gamefile.Resources: _Data = new CSV_Logic.Resource(_Row, this); break; case Gamefile.Characters: _Data = new Characters(_Row, this); break; case Gamefile.Obstacles: _Data = new Obstacles(_Row, this); break; case Gamefile.Experience_Levels: _Data = new Experience_Levels(_Row, this); break; case Gamefile.Traps: _Data = new Traps(_Row, this); break; case Gamefile.Globals: _Data = new Globals(_Row, this); break; case Gamefile.Npcs: _Data = new Npcs(_Row, this); break; case Gamefile.Decos: _Data = new Decos(_Row, this); break; case Gamefile.Missions: _Data = new Missions(_Row, this); break; case Gamefile.Spells: _Data = new Spells(_Row, this); break; case Gamefile.Heroes: _Data = new Heroes(_Row, this); break; case Gamefile.Leagues: _Data = new Leagues(_Row, this); break; case Gamefile.Variables: _Data = new Variables(_Row, this); break; case Gamefile.Village_Objects: _Data = new Village_Objects(_Row, this); break; /*case 2: * _Data = new Locales(_Row, this); * break; * case 3: * _Data = new Resources(_Row, this); * break; * case 4: * _Data = new Characters(_Row, this); * break; * // case 5: Animation * case 6: * _Data = new Projectiles(_Row, this); * break; * case 7: * _Data = new Building_Classes(_Row, this); * break; * case 8: * _Data = new Obstacles(_Row, this); * break; * case 9: * _Data = new Effects(_Row, this); * break; * // case 10: Particle Emitters * case 11: * _Data = new Experience_Levels(_Row, this); * break; * case 12: * _Data = new Traps(_Row, this); * break; * case 13: * _Data = new Alliance_Badges(_Row, this); * break; * case 14: * _Data = new Globals(_Row, this); * break; * // case 15: TownHall Levels * case 16: * _Data = new Alliance_Portal(_Row, this); * break; * case 17: * _Data = new Npcs(_Row, this); * break; * case 18: * _Data = new Decos(_Row, this); * break; * // case 19: Resource Packs * case 20: * _Data = new Shields(_Row, this); * break; * // case 22: Billing Packages * case 23: * _Data = new Achievements(_Row, this); * break; * // case 24: Credits * // case 25: Faq * case 26: * _Data = new Spells(_Row, this); * break; * // case 27: Hints * case 28: * _Data = new Heroes(_Row, this); * break; * case 29: * _Data = new Leagues(_Row, this); * break; * * case 37: * _Data = new Variables(_Row, this); * break; */ default: { _Data = new Data(_Row, this); break; } } return(_Data); }
public Data Create(Row row) { Data data; switch (Index) { case 1: { data = new Achievements(row, this); break; } case 2: { data = new Alliance_badges(row, this); break; } case 3: { data = new Alliance_portal(row, this); break; } case 4: { data = new Billing_packages(row, this); break; } case 5: { data = new Building_classes(row, this); break; } case 6: { data = new Buildings(row, this); break; } case 7: { data = new Characters(row, this); break; } case 8: { data = new Decos(row, this); break; } case 9: { data = new Effects(row, this); break; } case 10: { data = new Experience_levels(row, this); break; } case 11: { data = new Faq(row, this); break; } case 12: { data = new Globals(row, this); break; } case 13: { data = new Heroes(row, this); break; } case 14: { data = new Hints(row, this); break; } case 15: { data = new Leagues(row, this); break; } case 16: { data = new Locales(row, this); break; } case 17: { data = new Missions(row, this); break; } case 18: { data = new News(row, this); break; } case 19: { data = new Npcs(row, this); break; } case 20: { data = new Obstacles(row, this); break; } case 21: { data = new Particle_emitters(row, this); break; } case 22: { data = new Projectiles(row, this); break; } case 23: { data = new Resource_packs(row, this); break; } case 24: { data = new Logic.Resources(row, this); break; } case 25: { data = new Shields(row, this); break; } case 26: { data = new Spells(row, this); break; } case 27: { data = new Texts(row, this); break; } case 28: { data = new Traps(row, this); break; } default: { data = new Data(row, this); break; } } return(data); }
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); }