コード例 #1
0
        /// <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);
        }
コード例 #2
0
        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);
        }
コード例 #3
0
ファイル: DataTable.cs プロジェクト: NordendWoW/RetroClash
        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);
        }
コード例 #4
0
        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);
        }
コード例 #5
0
ファイル: DataTable.cs プロジェクト: skadiD/UCS-GUI
        /// <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);
        }