コード例 #1
0
        public void Minotaur_WhenCreated_WithDefaults_ShouldGetBonusAttackStrength_ToEqualTwelve()
        {
            // Arrange
            var sut = new Minotaur();

            // Act
            var attackStrenth = sut.SoldierStats.AttackStrength;

            // Assert
            Assert.That(attackStrenth, Is.EqualTo(12));
        }
コード例 #2
0
        public void Minotaur_WhenCreated_WithDefaults_ShouldGetDefenseOfFive()
        {
            // Arrange
            var sut = new Minotaur();

            // Act
            var defense = sut.SoldierStats.Defense;

            // Assert
            Assert.That(defense, Is.EqualTo(5));
        }
コード例 #3
0
ファイル: FrmMap.cs プロジェクト: midas06/TheseusFinal
        public void LoadMap()
        {
            game.SetMap();
            SetMap(game.GetCurrentMap());

            theseus  = theMap.TheTheseus;
            minotaur = theMap.TheMinotaur;
            SetTitle();
            Painter.SetPanelSize(pnlBackground, this, theMap.Tiles, 2);

            RenderCharacters();
        }
コード例 #4
0
    private bool _isLookingRight = true; // Looking state of the sprite

    private void Awake()
    {
        // Get the components
        minotaurBehavior     = GetComponentInParent <Minotaur>();
        _animator            = GetComponent <Animator>();
        _sprite              = GetComponent <SpriteRenderer>();
        _aiPath              = GetComponentInParent <AIPath>();
        _aiDestinationSetter = GetComponentInParent <AIDestinationSetter>();
        _hitboxForward       = GetComponentInChildren <CircleCollider2D>();
        _hitboxBelow         = GetComponentInChildren <CapsuleCollider2D>();
        _audio = FindObjectOfType <AudioManager>();
    }
コード例 #5
0
        public void Minotaur_WhenCreated_WithDefaults_ShouldHaveSoldierTypeOfMinotaur()
        {
            // Arrange
            var sut = new Minotaur();

            // Act
            var soldierType = sut.SoldierType;

            Console.WriteLine($"Soldier Type: {soldierType}");

            // Assert
            Assert.That(soldierType, Is.EqualTo(SoldierType.Minotaur));
        }
コード例 #6
0
        public void Minotaur_WhenCreated_WithDefaults_ShouldHaveSoldierClassificationOfNone()
        {
            // Arrange
            var sut = new Minotaur();

            // Act
            var soldierClass = sut.Classification;

            Console.WriteLine($"Soldier Classification: {soldierClass}");

            // Assert
            Assert.That(soldierClass, Is.EqualTo(Class.None));
        }
コード例 #7
0
    bool SurroundingOk()
    {
        bool        ok = true;
        List <Node> surroundingNodes = grid.TilesReachables(thisUnit, thisUnit.stench);

        // Para cada tile na área de visão do player
        foreach (var node in surroundingNodes)
        {
            Minotaur minotaur = FindObjectOfType <Minotaur>();
            if (minotaur)
            {
                // Se o minotauro está no tile
                if (GameObject.Find(node.lXcY).GetComponent <Tile>().minotaurNear == 0)
                {
                    // e eu não sabia que ele tava vivo,
                    if (!kdb.CheckVar("isAlive", minotaur.gameObject.name))
                    {
                        // agora sei que está vivo!
                        kdb.Add("isAlive", minotaur.gameObject.name);
                    }
                    // e eu não sabia que ele estava nesse tile,
                    if (!kdb.CheckRelation("atTile", minotaur.gameObject.name, node.lXcY))
                    {
                        // agora sei que está naquele tile, e tenho que repensar o plano.
                        kdb.Add("atTile", minotaur.gameObject.name, node.lXcY);
                        ok = false;
                    }
                }
                // Se o minotauro não está no tile
                else
                {
                    // e eu achava que ele estava nesse tile,
                    if (kdb.CheckRelation("atTile", minotaur.gameObject.name, node.lXcY))
                    {
                        // agora sei que ele não está nesse tile, e tenho que repensar o plano.
                        kdb.Remove("atTile", minotaur.gameObject.name, node.lXcY);
                        ok = false;
                    }
                }
            }
            else
            {
                // Minotauro está morto, então arrumo meu conhecimento se eu achava que ele estava em algum lugar.
                kdb.Remove("isAlive", "minotaur");
                kdb.Remove("atTile", "minotaur");
            }
        }
        return(ok);
    }
コード例 #8
0
        public static ExampleMap GenerateDungeon(int width, int height)
        {
            // Same size as screen, but we set up to center the camera on the player so expanding beyond this should work fine with no other changes.
            var map = new ExampleMap(width, height);

            // Generate map via GoRogue, and update the real map with appropriate terrain.
            var tempMap = new ArrayMap <bool>(map.Width, map.Height);

            QuickGenerators.GenerateDungeonMazeMap(tempMap, minRooms: 10, maxRooms: 20, roomMinSize: 5, roomMaxSize: 11);
            map.ApplyTerrainOverlay(tempMap, SpawnTerrain);

            Coord posToSpawn;

            // Spawn a few minotaurs
            for (int i = 0; i < 2; i++)
            {
                posToSpawn = map.WalkabilityView.RandomPosition(true); // Get a location that is walkable
                var minotaur = new Minotaur(posToSpawn, map);
                map.AddEntity(minotaur);
            }

            // Spawn a few goblins
            for (int i = 0; i < 8; i++)
            {
                posToSpawn = map.WalkabilityView.RandomPosition(true); // Get a location that is walkable
                var goblin = new Goblin(posToSpawn, map);
                map.AddEntity(goblin);
            }

            // Spawn a few rats
            for (int i = 0; i < 4; i++)
            {
                posToSpawn = map.WalkabilityView.RandomPosition(true); // Get a location that is walkable
                var rat = new Rat(posToSpawn, map);
                map.AddEntity(rat);
            }

            // Spawn player
            posToSpawn = map.WalkabilityView.RandomPosition(true);
            map.ControlledGameObject = new Player(posToSpawn);
            map.AddEntity(map.ControlledGameObject);

            return(map);
        }
コード例 #9
0
ファイル: Filer.cs プロジェクト: midas06/Theseus
 public void SetTestCharacters(int testMap)
 {
     switch (testMap)
     {
         case 1:
             theseus = SetTheseus(1, 1);
             minotaur = SetMinotaur(3, 1);
             break;
         case 2:
             theseus = SetTheseus(3, 0);
             minotaur = SetMinotaur(0, 0);
             break;
         case 3:
             theseus = SetTheseus(3, 0);
             minotaur = SetMinotaur(0, 0);
             break;
         default:
             break;
     }
 }
コード例 #10
0
ファイル: EnemySpawner.cs プロジェクト: roxacarv/Solid-Rascal
        public Character GetEnemy(int id)
        {
            Character nextChar;

            switch (id)
            {
            //Low level
            case 100:
                nextChar = new Bat();
                return(nextChar);

            case 101:
                nextChar = new Rat();
                return(nextChar);

            case 102:
                nextChar = new Kobold();
                return(nextChar);

            case 103:
                nextChar = new Slime();
                return(nextChar);

            case 104:
                nextChar = new Farmer();
                return(nextChar);

            case 105:
                nextChar = new Imp();
                return(nextChar);

            case 106:
                nextChar = new Zombie();
                return(nextChar);

            case 107:
                nextChar = new Phantom();
                return(nextChar);

            case 108:
                nextChar = new Goblin();
                return(nextChar);

            case 109:
                nextChar = new Witch();
                return(nextChar);

            //Mid level
            case 110:
                nextChar = new Harpy();
                return(nextChar);

            case 111:
                nextChar = new Elemental();
                return(nextChar);

            case 112:
                nextChar = new Nymph();
                return(nextChar);

            case 113:
                nextChar = new Vampire();
                return(nextChar);

            case 114:
                nextChar = new Lamia();
                return(nextChar);

            case 115:
                nextChar = new Qilin();
                return(nextChar);

            case 116:
                nextChar = new Unicorn();
                return(nextChar);

            case 117:
                nextChar = new Jinn();
                return(nextChar);

            case 118:
                nextChar = new Xorn();
                return(nextChar);

            case 119:
                nextChar = new Antlion();
                return(nextChar);

            //High level
            case 120:
                nextChar = new Yeti();
                return(nextChar);

            case 121:
                nextChar = new Orc();
                return(nextChar);

            case 122:
                nextChar = new Minotaur();
                return(nextChar);

            case 123:
                nextChar = new Troll();
                return(nextChar);

            case 124:
                nextChar = new Cyclop();
                return(nextChar);

            case 125:
                nextChar = new Drake();
                return(nextChar);

            default:
                nextChar = new Slime();
                return(nextChar);
            }
        }
コード例 #11
0
ファイル: Maze.cs プロジェクト: svaswani/MinotaurEscape
        /// <summary>
        /// Creates a maze object from the given stream
        /// </summary>
        public Maze(Stream mazeStream, Viewport viewport)
        {
            // load the maze's size
                BinaryReader reader = new BinaryReader(mazeStream);
                width = reader.ReadInt32();
                height = reader.ReadInt32();

            // load the entrance and set the position to it at the start
                entrance = new Vector2(reader.ReadInt32(), reader.ReadInt32());
                Reset(viewport);

            // load the exit
                exit = new Vector2(reader.ReadInt32()*GameVariables.TileSize, reader.ReadInt32()*GameVariables.TileSize);

            // load the tile array
                tiles = new bool[width][];
                for (int x = 0; x < width; x++)
                {
                    tiles[x] = new bool[height];
                    for (int y = 0; y < height; y++)
                    {
                        tiles[x][y] = reader.ReadBoolean();
                    }
                }
                reader.Close();

            // Initalize the movables, torch, minotuars, and comrade lists
                Moveables = new List<Movable>();
                torches = new List<Torch>();
                comrades = new List<Comrade>();
                minotaurs = new List<Minotaur>();

            // Create the comrades in the maze
                for (int i = 0; i < width * height / GameVariables.ComradeRate; i++)
                {
                    Comrade comrade = new Comrade(getRandomCell(entrance));
                    comrades.Add(comrade);
                    Moveables.Add(comrade);
                }

            // Create the minotaurs in the maze
                for (int i = 0; i < width * height / GameVariables.MinotuarRate; i++)
                {
                    Minotaur minotaur = new Minotaur(getRandomCell(entrance));
                    minotaurs.Add(minotaur);
                    Moveables.Add(minotaur);
                }
        }
コード例 #12
0
ファイル: Game.cs プロジェクト: midas06/Theseus
 public void SetMinotaur(Minotaur newMinotaur)
 {
     minotaur = newMinotaur;
     minotaur.SetGame(this);
 }
コード例 #13
0
ファイル: Filer.cs プロジェクト: midas06/Theseus
 protected Minotaur SetMinotaur(int newX, int newY)
 {
     minotaur = new Minotaur(newX, newY);
     return minotaur;
 }
コード例 #14
0
ファイル: Filer.cs プロジェクト: midas06/Theseus
        protected void SetCharacters(int theMap)
        {
            switch (theMap)
            {
                case 1:
                    minotaur = SetMinotaur(1, 0);
                    theseus = SetTheseus(1, 2);
                    break;
                case 2:
                    theseus = SetTheseus(2, 1);
                    minotaur = SetMinotaur(0, 1);
                    break;
                case 3:
                    theseus = SetTheseus(1, 1);
                    minotaur = SetMinotaur(1, 0);
                    break;
                case 4:
                    theseus = SetTheseus(1, 1);
                    minotaur = SetMinotaur(4, 2);
                    break;
                case 5:
                    theseus = SetTheseus(2, 1);
                    minotaur = SetMinotaur(2, 4);
                    break;
                case 6:
                    theseus = SetTheseus(0, 1);
                    minotaur = SetMinotaur(4, 3);
                    break;
                case 7:
                    theseus = SetTheseus(4, 5);
                    minotaur = SetMinotaur(0, 5);
                    break;

                case 9:
                    theseus = SetTheseus(1, 1);
                    minotaur = SetMinotaur(3, 2);
                    break;
                default:
                    break;
            }
        }
コード例 #15
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Z))
        {
            GameOver();
        }

        if (Input.GetKeyDown(KeyCode.M))
        {
            var minotaur = new Minotaur();
            minotaur.Summon();
        }
        if (Input.GetKeyDown(KeyCode.W))
        {
            var mage = new Mage();
            mage.Summon();
        }
        if (Input.GetKeyDown(KeyCode.B))
        {
            var tower = new SimpleTower();
            tower.Build(new Vector3(-39, 3, 92));
        }
        if (Input.GetKeyDown(KeyCode.S))
        {
            var tower = new FrozenTower();
            tower.Build(new Vector3(-39, 3, 92));
        }
        if (Input.GetKeyDown(KeyCode.F))
        {
            var tower = new FrozenTower();
            tower.Build(new Vector3(-39, 3, 92));
        }
    }
コード例 #16
0
        /// <summary>
        /// Reads the current block and converts the block type to the specific model type found in the model tag.
        /// </summary>
        /// <param name="reader"></param>
        /// <param name="objectType"></param>
        /// <param name="existingValue"></param>
        /// <param name="serializer"></param>
        /// <returns></returns>
        public override object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
        {
            JObject jsonObject = JObject.Load(reader);
            Block   modelBlock;

            if (objectType == typeof(Block))
            {
                modelBlock = default(Block);
                string modelType = (string)jsonObject["@model"] ?? string.Empty;
                switch (modelType)
                {
                    #region Amp
                case ConstAmp.MODEL_ARCHETYPE_CLEAN:
                    modelBlock = new ArchetypeClean();
                    break;

                case ConstAmp.MODEL_ARCHETYPE_LEAD:
                    modelBlock = new ArchetypeLead();
                    break;

                case ConstAmp.MODEL_ANGL_METEOR:
                    modelBlock = new ANGLMeteor();
                    break;

                case ConstAmp.MODEL_GERMAN_MAHADEVA:
                    modelBlock = new GermanMahadeva();
                    break;

                case ConstAmp.MODEL_JAZZ_RIVET_120:
                    modelBlock = new JazzRivet120();
                    break;

                case ConstAmp.MODEL_US_SMALL_TWEED:
                    modelBlock = new USSmallTweed();
                    break;

                case ConstAmp.MODEL_GERMAN_UBERSONIC:
                    modelBlock = new GermanUbersonic();
                    break;

                case ConstAmp.MODEL_MATCHSTICK_CH1:
                    modelBlock = new MatchstickCh1();
                    break;

                case ConstAmp.MODEL_MATCHSTICK_CH2:
                    modelBlock = new MatchstickCh2();
                    break;

                case ConstAmp.MODEL_MATCHSTICK_JUMP:
                    modelBlock = new MatchstickJump();
                    break;

                case ConstAmp.MODEL_ESSEX_A15:
                    modelBlock = new EssexA15();
                    break;

                case ConstAmp.MODEL_ESSEX_A30:
                    modelBlock = new EssexA30();
                    break;

                case ConstAmp.MODEL_WHO_WATT_100:
                    modelBlock = new WhoWatt100();
                    break;

                case ConstAmp.MODEL_SOUP_PRO:
                    modelBlock = new SoupPro();
                    break;

                case ConstAmp.MODEL_STONE_AGE_185:
                    modelBlock = new StoneAge185();
                    break;

                case ConstAmp.MODEL_VOLTAGE_QUEEN:
                    modelBlock = new VoltageQueen();
                    break;

                case ConstAmp.DISP_TWEED_BLUES_NRM:
                    modelBlock = new TweedBluesNrm();
                    break;

                case ConstAmp.MODEL_TWEED_BLUES_BRT:
                    modelBlock = new TweedBluesBrt();
                    break;

                case ConstAmp.MODEL_US_DELUXE_NRM:
                    modelBlock = new USDeluxeNrm();
                    break;

                case ConstAmp.MODEL_US_DELUXE_VIB:
                    modelBlock = new USDeluxeVib();
                    break;

                case ConstAmp.MODEL_US_DOUBLE_NRM:
                    modelBlock = new USDoubleNrm();
                    break;

                case ConstAmp.MODEL_US_DOUBLE_VIB:
                    modelBlock = new USDoubleVib();
                    break;

                case ConstAmp.MODEL_MAIL_ORDER_TWIN:
                    modelBlock = new MailOrderTwin();
                    break;

                case ConstAmp.MODEL_DIVIDED_DUO:
                    modelBlock = new DividedDuo();
                    break;

                case ConstAmp.MODEL_INTERSTATE_ZED:
                    modelBlock = new InterstateZed();
                    break;

                case ConstAmp.MODEL_DERAILED_INGRID:
                    modelBlock = new DerailedIngrid();
                    break;

                case ConstAmp.MODEL_MANDARIN_80:
                    modelBlock = new Mandarin80();
                    break;

                case ConstAmp.MODEL_CALI_RECTIFIRE:
                    modelBlock = new CaliRectifire();
                    break;

                case ConstAmp.DISP_CALI_IV_LEAD:
                    modelBlock = new CaliIVLead();
                    break;

                case ConstAmp.MODEL_CALI_IV_R1:
                    modelBlock = new CaliIVR1();
                    break;

                case ConstAmp.MODEL_CALI_IV_R2:
                    modelBlock = new CaliIVR2();
                    break;

                case ConstAmp.MODEL_CALI_TEXAS_CH1:
                    modelBlock = new CaliTexasCh1();
                    break;

                case ConstAmp.MODEL_CALI_TEXAS_CH2:
                    modelBlock = new CaliTexasCh2();
                    break;

                case ConstAmp.MODEL_BRIT_PLEXI_BRT:
                    modelBlock = new BritPlexiBrt();
                    break;

                case ConstAmp.MODEL_BRIT_PLEXI_NRM:
                    modelBlock = new BritPlexiNrm();
                    break;

                case ConstAmp.MODEL_PLACATER_DIRTY:
                    modelBlock = new PlacaterDirty();
                    break;

                case ConstAmp.MODEL_PLACATER_CLEAN:
                    modelBlock = new PlacaterClean();
                    break;

                case ConstAmp.MODEL_BRIT_2204:
                    modelBlock = new Brit2204();
                    break;

                case ConstAmp.MODEL_BRIT_J45_NRM:
                    modelBlock = new BritJ45Nrm();
                    break;

                case ConstAmp.MODEL_BRIT_J45_BRT:
                    modelBlock = new BritJ45Brt();
                    break;

                case ConstAmp.MODEL_BRIT_PLEXI_JUMP:
                    modelBlock = new BritPlexiJump();
                    break;

                case ConstAmp.MODEL_BRIT_TREM_NRM:
                    modelBlock = new BritTremNrm();
                    break;

                case ConstAmp.MODEL_BRIT_TREM_BRT:
                    modelBlock = new BritTremBrt();
                    break;

                case ConstAmp.MODEL_BRIT_TREM_JUMP:
                    modelBlock = new BritTremJump();
                    break;

                case ConstAmp.MODEL_BRIT_P75_NRM:
                    modelBlock = new BritP75Nrm();
                    break;

                case ConstAmp.MODEL_BRIT_P75_BRT:
                    modelBlock = new BritPlexiBrt();
                    break;

                case ConstAmp.MODEL_SOLO_LEAD_CLEAN:
                    modelBlock = new SoloLeadClean();
                    break;

                case ConstAmp.MODEL_SOLO_LEAD_CRUNCH:
                    modelBlock = new SoloLeadCrunch();
                    break;

                case ConstAmp.MODEL_SOLO_LEAD_OD:
                    modelBlock = new SoloLeadOD();
                    break;

                case ConstAmp.MODEL_A30_FAWN_NRM:
                    modelBlock = new A30FawnNrm();
                    break;

                case ConstAmp.MODEL_A30_FAWN_BRT:
                    modelBlock = new A30FawnBrt();
                    break;

                case ConstAmp.MODEL_PV_PANAMA:
                    modelBlock = new PVPanama();
                    break;

                case ConstAmp.MODEL_CARTOGRAPHER:
                    modelBlock = new Cartographer();
                    break;

                case ConstAmp.MODEL_AGUA_51:
                    modelBlock = new Agua51();
                    break;

                case ConstAmp.MODEL_SV_BEAST_BRT:
                    modelBlock = new SVBeastBrt();
                    break;

                case ConstAmp.DISP_GCOUGAR_800:
                    modelBlock = new GCougar800();
                    break;

                case ConstAmp.DISP_DEL_SOL_300:
                    modelBlock = new DelSol300();
                    break;

                case ConstAmp.MODEL_LINE6_BADONK:
                    modelBlock = new Line6Badonk();
                    break;

                case ConstAmp.MODEL_LINE6_LITIGATOR:
                    modelBlock = new Line6Litigator();
                    break;

                case ConstAmp.MODEL_LINE6_FATALITY:
                    modelBlock = new Line6Fatality();
                    break;

                case ConstAmp.MODEL_LINE6_ELEKTRIK:
                    modelBlock = new Line6Elektrik();
                    break;

                case ConstAmp.MODEL_LINE6_DOOM:
                    modelBlock = new Line6Doom();
                    break;

                case ConstAmp.MODEL_LINE6_2204_MOD:
                    modelBlock = new Line62204Mod();
                    break;

                case ConstAmp.MODEL_LINE6_EPIC:
                    modelBlock = new Line6Epic();
                    break;

                case ConstAmp.MODEL_REVV_GEN_RED:
                    modelBlock = new RevvGenRed();
                    break;

                case ConstAmp.MODEL_FULLERTON_NRM:
                    modelBlock = new FullertonNrm();
                    break;

                case ConstAmp.MODEL_FULLERTON_BRT:
                    modelBlock = new FullertonBrt();
                    break;

                case ConstAmp.MODEL_FULLERTON_JUMP:
                    modelBlock = new FullertonJump();
                    break;

                case ConstAmp.MODEL_GRAMMATICO_NRM:
                    modelBlock = new GrammaticoNrm();
                    break;

                case ConstAmp.MODEL_GRAMMATICO_BRT:
                    modelBlock = new GrammaticoBrt();
                    break;

                case ConstAmp.MODEL_GRAMMATICO_JUMP:
                    modelBlock = new GrammaticoJump();
                    break;
                    #endregion Amp



                    #region Cab
                case ConstCab.MODEL_4X12_GREENBACK_20:
                    modelBlock = new Cab4x12Greenback20();
                    break;

                case ConstCab.MODEL_4X12_GREENBACK_25:
                    modelBlock = new Cab4x12Greenback25();
                    break;

                case ConstCab.MODEL_1X12_LEAD_80:
                    modelBlock = new Cab1x12Lead80();
                    break;

                case ConstCab.MODEL_1X12_MATCH_H30:
                    modelBlock = new Cab1x12MatchH30();
                    break;

                case ConstCab.MODEL_1X12_MATCH_G25:
                    modelBlock = new Cab1x12MatchG25();
                    break;

                case ConstCab.MODEL_1X12_BLUE_BELL:
                    modelBlock = new Cab1x12BlueBell();
                    break;

                case ConstCab.MODEL_4X12_WHO_WATT_100:
                    modelBlock = new Cab4x12WhoWatt100();
                    break;

                case ConstCab.MODEL_1X6X9_SOUP_PRO_ELLIPSE:
                    modelBlock = new Cab1x6x9SoupProEllipse();
                    break;

                case ConstCab.MODEL_1X12_FIELD_COIL:
                    modelBlock = new Cab1x12FieldCoil();
                    break;

                case ConstCab.MODEL_1X12_US_DELUXE:
                    modelBlock = new Cab1x12USDeluxe();
                    break;

                case ConstCab.MODEL_4X10_TWEED_P10R:
                    modelBlock = new Cab4x10TweedP10R();
                    break;

                case ConstCab.MODEL_2X12_DOUBLE_C12N:
                    modelBlock = new Cab2x12DoubleC12N();
                    break;

                case ConstCab.MODEL_2X12_MAIL_C12Q:
                    modelBlock = new Cab2x12MailC12Q();
                    break;

                case ConstCab.MODEL_1X12_CELEST_12H:
                    modelBlock = new Cab1x12Celest12H();
                    break;

                case ConstCab.MODEL_2X12_INTERSTATE:
                    modelBlock = new Cab2x12Interstate();
                    break;

                case ConstCab.MODEL_4X12_CALI_V30:
                    modelBlock = new Cab4X12CaliV30();
                    break;

                case ConstCab.MODEL_4X12_SOLO_LEAD_EM:
                    modelBlock = new Cab4x12SoloLeadEM();
                    break;

                case ConstCab.MODEL_2X12_BLUE_BELL:
                    modelBlock = new Cab2x12BlueBell();
                    break;

                case ConstCab.MODEL_2X12_SILVER_BELL:
                    modelBlock = new Cab2x12SilverBell();
                    break;

                case ConstCab.MODEL_4X12_UBER_V30:
                    modelBlock = new Cab4x12UberV30();
                    break;

                case ConstCab.MODEL_4X12_BLACKBACK_30:
                    modelBlock = new Cab4x12Blackback30();
                    break;

                case ConstCab.MODEL_4X12_1960_T75:
                    modelBlock = new Cab4x121960T75();
                    break;

                case ConstCab.MODEL_8X10_SV_BEAST:
                    modelBlock = new Cab8x10SVBeast();
                    break;

                case ConstCab.MODEL_6X10_CALI_POWER:
                    modelBlock = new Cab6x10CaliPower();
                    break;
                    #endregion Cab



                    #region Delay
                case ConstDelay.MODEL_ADRIATIC_DELAY:
                    modelBlock = new AdriaticDelay();
                    break;

                case ConstDelay.MODEL_ADRIATIC_SWELL:
                    modelBlock = new AdriaticSwell();
                    break;

                case ConstDelay.MODEL_DUAL_DELAY:
                    modelBlock = new DualDelay();
                    break;

                case ConstDelay.MODEL_VINTAGE_DIGITAL_V2:
                    modelBlock = new VintageDigitalV2();
                    break;

                case ConstDelay.MODEL_SIMPLE_DELAY:
                    modelBlock = new SimpleDelay();
                    break;

                case ConstDelay.MODEL_TRANSISTOR_TAPE:
                    modelBlock = new TransistorTape();
                    break;

                case ConstDelay.MODEL_DELAY_COSMOS_ECHO:
                    modelBlock = new CosmosEcho();
                    break;

                case ConstDelay.MODEL_DELAY_PITCH:
                    modelBlock = new DelayPitch();
                    break;

                case ConstDelay.MODEL_HARMONY_DELAY:
                    modelBlock = new HarmonyDelay();
                    break;

                case ConstDelay.MODEL_ELEPHANT_MAN:
                    modelBlock = new ElephantMan();
                    break;

                case ConstDelay.MODEL_BUCKET_BRIGADE:
                    modelBlock = new BucketBrigade();
                    break;

                case ConstDelay.MODEL_PING_PONG:
                    modelBlock = new PingPong();
                    break;

                case ConstDelay.MODEL_SWELL_VINTAGE_DIGITAL:
                    modelBlock = new SwellVintageDigital();
                    break;

                case ConstDelay.MODEL_DUCKED_DELAY:
                    modelBlock = new DuckedDelay();
                    break;

                case ConstDelay.MODEL_MOD_CHORUS_ECHO:
                    modelBlock = new ModChorusEcho();
                    break;

                case ConstDelay.MODEL_SWEEP_ECHO:
                    modelBlock = new SweepEcho();
                    break;

                case ConstDelay.MODEL_REVERSE_DELAY:
                    modelBlock = new ReverseDelay();
                    break;

                case ConstDelay.MODEL_DELAY_MULTI_PASS:
                    modelBlock = new MultiPass();
                    break;

                case ConstDelay.MODEL_LOW_RES:
                    modelBlock = new LowRes();
                    break;

                case ConstDelay.MODEL_MULTITAP_4:
                    modelBlock = new Multitap4();
                    break;

                case ConstDelay.MODEL_MULTITAP_6:
                    modelBlock = new Multitap6();
                    break;

                case ConstDelay.MODEL_DL4_PING_PONG:
                    modelBlock = new DL4PingPong();
                    break;

                case ConstDelay.MODEL_DYNAMIC_DELAY_STEREO:
                    modelBlock = new DynamicDelayStereo();
                    break;

                case ConstDelay.MODEL_STEREO_DELAY:
                    modelBlock = new StereoDelay();
                    break;

                case ConstDelay.MODEL_DL4_DIGITAL_DELAY:
                    modelBlock = new DL4DigitalDelay();
                    break;

                case ConstDelay.MODEL_DELAY_WITH_MOD:
                    modelBlock = new DelayWithMod();
                    break;

                case ConstDelay.MODEL_DL4_REVERSE_DELAY:
                    modelBlock = new DL4ReverseDelay();
                    break;

                case ConstDelay.MODEL_TUBE_ECHO_STEREO:
                    modelBlock = new TubeEchoStereo();
                    break;

                case ConstDelay.MODEL_TAPE_ECHO_STEREO:
                    modelBlock = new TapeEchoStereo();
                    break;

                case ConstDelay.MODEL_SWEEP_ECHO_STEREO:
                    modelBlock = new SweepEchoStereo();
                    break;

                case ConstDelay.MODEL_ECHO_PLATTER:
                    modelBlock = new EchoPlatter();
                    break;

                case ConstDelay.MODEL_ANALOG_DELAY:
                    modelBlock = new AnalogDelay();
                    break;

                case ConstDelay.MODEL_ANALOG_DELAY_MOD:
                    modelBlock = new AnalogDelayMod();
                    break;

                case ConstDelay.MODEL_AUTO_VOL_DELAY:
                    modelBlock = new AutoVolDelay();
                    break;

                case ConstDelay.MODEL_MULTIHEAD_DELAY:
                    modelBlock = new MultiheadDelay();
                    break;
                    #endregion Delay



                    #region Distortion
                case ConstDistortion.MODEL_ARBITRATOR_FUZZ:
                    modelBlock = new ArbitratorFuzz();
                    break;

                case ConstDistortion.MODEL_BIT_CRUSHER:
                    modelBlock = new BitCrusher();
                    break;

                case ConstDistortion.MODEL_SCREAM_808:
                    modelBlock = new Scream808();
                    break;

                case ConstDistortion.MODEL_COMPULSIVE_DRIVE:
                    modelBlock = new CompulsiveDrive();
                    break;

                case ConstDistortion.MODEL_CLAWTHORN_DRIVE:
                    modelBlock = new ClawthornDrive();
                    break;

                case ConstDistortion.MODEL_DEEZ_ONE_MOD:
                    modelBlock = new DeezOneMod();
                    break;

                case ConstDistortion.MODEL_DEEZ_ONE_VINTAGE:
                    modelBlock = new DeezOneVintage();
                    break;

                case ConstDistortion.MODEL_DERANGEDMASTER:
                    modelBlock = new DerangedMaster();
                    break;

                case ConstDistortion.MODEL_KINKY_BOOST:
                    modelBlock = new KinkyBoost();
                    break;

                case ConstDistortion.MODEL_KWB:
                    modelBlock = new KWB();
                    break;

                case ConstDistortion.MODEL_MEGAPHONE:
                    modelBlock = new Megaphone();
                    break;

                case ConstDistortion.MODEL_FACIAL_FUZZ:
                    modelBlock = new FacialFuzz();
                    break;

                case ConstDistortion.MODEL_MINOTAUR:
                    modelBlock = new Minotaur();
                    break;

                case ConstDistortion.MODEL_HEDGEHOG_D9:
                    modelBlock = new HedgehogD9();
                    break;

                case ConstDistortion.MODEL_TEEMAH:
                    modelBlock = new Teemah();
                    break;

                case ConstDistortion.MODEL_HEAVY_DISTORTION:
                    modelBlock = new HeavyDistortion();
                    break;

                case ConstDistortion.MODEL_INDUSTRIAL_FUZZ:
                    modelBlock = new IndustrialFuzz();
                    break;

                case ConstDistortion.MODEL_THRIFTER_FUZZ:
                    modelBlock = new ThrifterFuzz();
                    break;

                case ConstDistortion.MODEL_TOP_SECRET_OD:
                    modelBlock = new TopSecretOD();
                    break;

                case ConstDistortion.MODEL_TRIANGLE_FUZZ:
                    modelBlock = new TriangleFuzz();
                    break;

                case ConstDistortion.MODEL_TYCOCTAVIA_FUZZ:
                    modelBlock = new TycoctaviaFuzz();
                    break;

                case ConstDistortion.MODEL_VERMIN_DIST:
                    modelBlock = new VerminDist();
                    break;

                case ConstDistortion.MODEL_VALVE_DRIVER:
                    modelBlock = new ValveDriver();
                    break;

                case ConstDistortion.MODEL_OBSIDIAN_7000:
                    modelBlock = new Obsidian7000();
                    break;

                case ConstDistortion.MODEL_WRINGER_FUZZ:
                    modelBlock = new WringerFuzz();
                    break;

                case ConstDistortion.MODEL_TUBE_DRIVE:
                    modelBlock = new TubeDrive();
                    break;

                case ConstDistortion.MODEL_SCREAMER:
                    modelBlock = new Screamer();
                    break;

                case ConstDistortion.MODEL_OVERDRIVE:
                    modelBlock = new Overdrive();
                    break;

                case ConstDistortion.MODEL_CLASSIC_DISTORTION:
                    modelBlock = new ClassicDistortion();
                    break;

                case ConstDistortion.MODEL_COLOR_DRIVE:
                    modelBlock = new ColorDrive();
                    break;

                case ConstDistortion.MODEL_BUZZ_SAW:
                    modelBlock = new BuzzSaw();
                    break;

                case ConstDistortion.MODEL_JUMBO_FUZZ:
                    modelBlock = new JumboFuzz();
                    break;

                case ConstDistortion.MODEL_OCTAVE_FUZZ:
                    modelBlock = new OctaveFuzz();
                    break;

                case ConstDistortion.MODEL_FUZZ_PI:
                    modelBlock = new FuzzPi();
                    break;

                case ConstDistortion.MODEL_JET_FUZZ:
                    modelBlock = new JetFuzz();
                    break;

                case ConstDistortion.MODEL_LINE_6_DRIVE:
                    modelBlock = new Line6Drive();
                    break;

                case ConstDistortion.MODEL_LINE_6_DISTORTION:
                    modelBlock = new Line6Distortion();
                    break;

                case ConstDistortion.MODEL_SUB_OCTAVE_FUZZ:
                    modelBlock = new SubOctaveFuzz();
                    break;

                case ConstDistortion.MODEL_HEIR_APPARENT:
                    modelBlock = new HeirApparent();
                    break;

                case ConstDistortion.MODEL_TONE_SOVEREIGN:
                    modelBlock = new ToneSovereign();
                    break;

                case ConstDistortion.MODEL_DHYANA_DRIVE:
                    modelBlock = new DhyanaDrive();
                    break;

                case ConstDistortion.MODEL_ZERO_AMP_BASS_DI:
                    modelBlock = new ZeroAmpBassDI();
                    break;

                case ConstDistortion.MODEL_AMPEG_SCRAMBLER_OD:
                    modelBlock = new AmpegScramblerOD();
                    break;
                    #endregion Distortion



                    #region Dynamics
                case ConstDynamics.MODEL_LA_STUDIO_COMP:
                    modelBlock = new LASutdioComp();
                    break;

                case ConstDynamics.MODEL_NOISE_GATE:
                    modelBlock = new NoiseGate();
                    break;

                case ConstDynamics.MODEL_HARD_GATE:
                    modelBlock = new HardGate();
                    break;

                case ConstDynamics.MODEL_AUTO_SWELL:
                    modelBlock = new AutoSwell();
                    break;

                case ConstDynamics.MODEL_RED_SQUEEZE:
                    modelBlock = new RedSqueeze();
                    break;

                case ConstDynamics.MODEL_DELUXE_COMP:
                    modelBlock = new DeluxeComp();
                    break;

                case ConstDynamics.MODEL_3_BAND_COMP:
                    modelBlock = new Comp3BandComp();
                    break;

                case ConstDynamics.MODEL_KINKY_COMP:
                    modelBlock = new KinkyComp();
                    break;

                case ConstDynamics.MODEL_TUBE_COMP:
                    modelBlock = new TubeComp();
                    break;

                case ConstDynamics.MODEL_RED_COMP:
                    modelBlock = new RedComp();
                    break;

                case ConstDynamics.MODEL_BLUE_COMP:
                    modelBlock = new BlueComp();
                    break;

                case ConstDynamics.MODEL_BLUE_COMP_TREB:
                    modelBlock = new BlueCompTreb();
                    break;

                case ConstDynamics.MODEL_VETTA_COMP:
                    modelBlock = new VettaComp();
                    break;

                case ConstDynamics.MODEL_VETTA_JUICE:
                    modelBlock = new VettaJuice();
                    break;

                case ConstDynamics.MODEL_BOOST_COMP:
                    modelBlock = new BoostComp();
                    break;
                    #endregion Dynamics



                    #region EQ
                case ConstEQ.MODEL_LOW_CUT_HIGH_CUT:
                    modelBlock = new LowCutHighCut();
                    break;

                case ConstEQ.MODEL_LOW_SHELF_HIGH_SHELF:
                    modelBlock = new LowShelfHighShelf();
                    break;

                case ConstEQ.MODEL_GRAPHIC_10_BAND:
                    modelBlock = new Graphic10Band();
                    break;

                case ConstEQ.MODEL_SIMPLE_3_BAND:
                    modelBlock = new Simple3Band();
                    break;

                case ConstEQ.MODEL_PARAMETRIC:
                    modelBlock = new Parametric();
                    break;

                case ConstEQ.MODEL_CALI_Q:
                    modelBlock = new CaliQ();
                    break;

                case ConstEQ.DISP_SIMPLE_TILT:
                    modelBlock = new SimpleTilt();
                    break;
                    #endregion EQ



                    #region FX Loop
                case ConstFxLoop.MODEL_FX_LOOP_MONO_1:
                    modelBlock = new FXLoopLeft();
                    break;

                case ConstFxLoop.MODEL_FX_LOOP_MONO_2:
                    modelBlock = new FXLoopRight();
                    break;

                case ConstFxLoop.MODEL_FX_LOOP_STEREO:
                    modelBlock = new FXLoopStereo();
                    break;
                    #endregion FX Loop



                    #region Filter
                case ConstFilter.DISP_ASHEVILLE_PATTRN:
                    modelBlock = new AshevillePattrn();
                    break;

                case ConstFilter.MODEL_AUTO_FILTER:
                    modelBlock = new AutoFilter();
                    break;

                case ConstFilter.MODEL_MUTANT_FILTER:
                    modelBlock = new MutantFilter();
                    break;

                case ConstFilter.MODEL_MYSTERY_FILTER:
                    modelBlock = new MysteryFilter();
                    break;

                case ConstFilter.MODEL_VOICE_BOX:
                    modelBlock = new VoiceBox();
                    break;

                case ConstFilter.MODEL_TRON:
                    modelBlock = new Tron();
                    break;

                case ConstFilter.MODEL_Q_FILTER:
                    modelBlock = new QFilter();
                    break;

                case ConstFilter.MODEL_SEEKER:
                    modelBlock = new Seeker();
                    break;

                case ConstFilter.MODEL_OBI_WAH:
                    modelBlock = new ObiWah();
                    break;

                case ConstFilter.MODEL_TRON_UP:
                    modelBlock = new TronUp();
                    break;

                case ConstFilter.MODEL_TRON_DOWN:
                    modelBlock = new TronDown();
                    break;

                case ConstFilter.MODEL_THROBBER:
                    modelBlock = new Throbber();
                    break;

                case ConstFilter.MODEL_SLOW_FILTER:
                    modelBlock = new SlowFilter();
                    break;

                case ConstFilter.MODEL_SPIN_CYCLE:
                    modelBlock = new SpinCycle();
                    break;

                case ConstFilter.MODEL_COMET_TRAILS:
                    modelBlock = new CometTrails();
                    break;
                    #endregion Filter



                    #region  Looper
                case ConstLooper.MODEL_LOOPER:
                    modelBlock = new Looper();
                    break;
                    #endregion Looper



                    #region Impulse response
                case ConstIR.MODEL_IMPULSE_RESPONSE_1024:
                    modelBlock = new ImpulseResponse1024();
                    break;

                case ConstIR.MODEL_IMPULSE_RESPONSE_2048:
                    modelBlock = new ImpulseResponse2048();
                    break;
                    #endregion Impulse Response



                    #region Modulation
                case ConstModulation.MODEL_60S_BIAS_TRAM:
                    modelBlock = new Mod60sBiasTrem();
                    break;

                case ConstModulation.MODEL_70S_CHORUS:
                    modelBlock = new Chorus70sChorus();
                    break;

                case ConstModulation.MODEL_AM_RING_MOD:
                    modelBlock = new AMRingMod();
                    break;

                case ConstModulation.MODEL_BUBBLE_VIBRATO:
                    modelBlock = new BubbleVibrato();
                    break;

                case ConstModulation.MODEL_COURTESAN_FLANGE:
                    modelBlock = new CourtesanFlange();
                    break;

                case ConstModulation.MODEL_DELUXE_PHASER:
                    modelBlock = new DeluxePhaser();
                    break;

                case ConstModulation.MODEL_DOUBLT_TAKE:
                    modelBlock = new DoubleTake();
                    break;

                case ConstModulation.MODEL_DYNAMIX_FLANGER:
                    modelBlock = new DynamixFlanger();
                    break;

                case ConstModulation.MODEL_TRINITY_CHORUS:
                    modelBlock = new TrinityChorus();
                    break;

                case ConstModulation.MODEL_GRAY_FLANGER:
                    modelBlock = new GrayFlanger();
                    break;

                case ConstModulation.MODEL_UBIQUITOUS_VIBE:
                    modelBlock = new UbiquitousVibe();
                    break;

                case ConstModulation.MODEL_SCRIPT_MOD_PHASE:
                    modelBlock = new ScriptModPhase();
                    break;

                case ConstModulation.DISP_HARMONIC_TREM:
                    modelBlock = new HarmonicTremolo();
                    break;

                case ConstModulation.MODEL_OPTICAL_TREM:
                    modelBlock = new OpticalTrem();
                    break;

                case ConstModulation.MODEL_PLASTI_CHORUS:
                    modelBlock = new PlastiChorus();
                    break;

                case ConstModulation.MODEL_PITCH_RING_MOD:
                    modelBlock = new PitchRingMod();
                    break;

                case ConstModulation.MODEL_CHORUS:
                    modelBlock = new Chorus();
                    break;

                case ConstModulation.MODEL_ROTARY_122:
                    modelBlock = new Rotary122();
                    break;

                case ConstModulation.MODEL_ROTARY_145:
                    modelBlock = new Rotary145();
                    break;

                case ConstModulation.MODEL_ROTARY_VIBE:
                    modelBlock = new RotaryVibe();
                    break;

                case ConstModulation.MODEL_HARMONIC_FLANGER:
                    modelBlock = new HarmonicFlanger();
                    break;

                case ConstModulation.MODEL_BLEAT_CHOP_TREM:
                    modelBlock = new BleatChopTrem();
                    break;

                case ConstModulation.MODEL_TREMOLO:
                    modelBlock = new Tremolo();
                    break;

                case ConstModulation.MODEL_PATTERN_TREM:
                    modelBlock = new PatternTrem();
                    break;

                case ConstModulation.MODEL_PANNER:
                    modelBlock = new Panner();
                    break;

                case ConstModulation.MODEL_BIAS_TREMOLO:
                    modelBlock = new BiasTremolo();
                    break;

                case ConstModulation.MODEL_OPTO_TREMOLO:
                    modelBlock = new OptoTremolo();
                    break;

                case ConstModulation.MODEL_SCRIPT_PHASE:
                    modelBlock = new ScriptPhase();
                    break;

                case ConstModulation.MODEL_PANNED_PHASER:
                    modelBlock = new PannedPhaser();
                    break;

                case ConstModulation.MODEL_BARBERPOLE_PHASER:
                    modelBlock = new BarberpolePhaser();
                    break;

                case ConstModulation.MODEL_DUAL_PHASER:
                    modelBlock = new DualPhaser();
                    break;

                case ConstModulation.MODEL_U_VIBE:
                    modelBlock = new UVibe();
                    break;

                case ConstModulation.MODEL_PHASER:
                    modelBlock = new Phaser();
                    break;

                case ConstModulation.MODEL_PITCH_VIBRATO:
                    modelBlock = new PitchVibrato();
                    break;

                case ConstModulation.MODEL_DIMMENSION:
                    modelBlock = new Dimmension();
                    break;

                case ConstModulation.MODEL_ANALOG_CHORUS:
                    modelBlock = new AnalogChorus();
                    break;

                case ConstModulation.MODEL_TRI_CHORUS:
                    modelBlock = new TriChorus();
                    break;

                case ConstModulation.MODEL_ANALOG_FLANGER:
                    modelBlock = new AnalogFlanger();
                    break;

                case ConstModulation.MODEL_JET_FLANGER:
                    modelBlock = new JetFlanger();
                    break;

                case ConstModulation.MODEL_AC_FLANGER:
                    modelBlock = new ACFlanger();
                    break;

                case ConstModulation.MODEL_80A_FLANGER:
                    modelBlock = new ADAFlanger();
                    break;

                case ConstModulation.MODEL_FREQUENCY_SHIFTER:
                    modelBlock = new FrequencyShifter();
                    break;

                case ConstModulation.MODEL_RING_MODULATOR:
                    modelBlock = new RingModulator();
                    break;

                case ConstModulation.MODEL_ROTARY_DRUM:
                    modelBlock = new RotaryDrum();
                    break;

                case ConstModulation.MODEL_ROTARY_DRUM_HORN:
                    modelBlock = new RotaryDrumHorn();
                    break;
                    #endregion Modulation



                    #region Pitch/Synth
                case ConstPitch.MODEL_PITCH_WHAM:
                    modelBlock = new PitchWham();
                    break;

                case ConstPitch.MODEL_DUAL_PITCH:
                    modelBlock = new DualPitch();
                    break;

                case ConstPitch.MODEL_SIMPLE_PITCH:
                    modelBlock = new SimplePitch();
                    break;

                case ConstPitch.MODEL_TWIN_HARMONY:
                    modelBlock = new TwinHarmony();
                    break;

                case ConstPitch.MODEL_3_NOTE_GENERATOR:
                    modelBlock = new Synth3NoteGenerator();
                    break;

                case ConstPitch.MODEL_4_OSC_GENERATOR:
                    modelBlock = new Synth4OSCGenerator();
                    break;

                case ConstPitch.MODEL_3_OSC_SYNTH:
                    modelBlock = new Synth3OSCSynth();
                    break;

                case ConstPitch.MODEL_BASS_OCTAVER:
                    modelBlock = new BassOctaver();
                    break;

                case ConstPitch.MODEL_TWO_VOICE_HARMONY:
                    modelBlock = new TwoVoiceHarmony();
                    break;

                case ConstPitch.MODEL_OCTI_SYNTH:
                    modelBlock = new OctiSynth();
                    break;

                case ConstPitch.MODEL_SYNTH_OMATIC:
                    modelBlock = new SynthOMatic();
                    break;

                case ConstPitch.MODEL_ATTACK_SYNTH:
                    modelBlock = new AttackSynth();
                    break;

                case ConstPitch.MODEL_SYNTH_STRING:
                    modelBlock = new SynthString();
                    break;

                case ConstPitch.MODEL_GROWLER:
                    modelBlock = new Growler();
                    break;
                    #endregion Pitch/Synth



                    #region Reverb
                case ConstReverb.MODEL_SPRING:
                    modelBlock = new Spring();
                    break;

                case ConstReverb.MODEL_63_SPRING:
                    modelBlock = new Reverb63Spring();
                    break;

                case ConstReverb.MODEL_CAVE:
                    modelBlock = new Cave();
                    break;

                case ConstReverb.MODEL_CHAMBER:
                    modelBlock = new Chamber();
                    break;

                case ConstReverb.MODEL_DUCKING:
                    modelBlock = new Ducking();
                    break;

                case ConstReverb.MODEL_ECHO:
                    modelBlock = new Echo();
                    break;

                case ConstReverb.MODEL_HALL:
                    modelBlock = new Hall();
                    break;

                case ConstReverb.MODEL_GLITZ:
                    modelBlock = new Glitz();
                    break;

                case ConstReverb.MODEL_ROOM:
                    modelBlock = new Room();
                    break;

                case ConstReverb.MODEL_DOUBLE_TANK:
                    modelBlock = new DoubleTank();
                    break;

                case ConstReverb.MODEL_GANYMEDE:
                    modelBlock = new Ganymede();
                    break;

                case ConstReverb.MODEL_PARTICLE:
                    modelBlock = new Particle();
                    break;

                case ConstReverb.MODEL_PLATE:
                    modelBlock = new Plate();
                    break;

                case ConstReverb.MODEL_OCTO:
                    modelBlock = new Octo();
                    break;

                case ConstReverb.MODEL_PLATEAUX:
                    modelBlock = new Plateaux();
                    break;

                case ConstReverb.MODEL_SEARCHLIGHTS:
                    modelBlock = new Searchlights();
                    break;

                case ConstReverb.MODEL_TILE:
                    modelBlock = new Tile();
                    break;
                    #endregion Reverb



                    #region Send/Return
                case ConstSendReturn.MODEL_SEND_MONO_1:
                    modelBlock = new SendLeft();
                    break;

                case ConstSendReturn.MODEL_SEND_MONO_2:
                    modelBlock = new SendRight();
                    break;

                case ConstSendReturn.MODEL_RETURN_MONO_1:
                    modelBlock = new ReturnLeft();
                    break;

                case ConstSendReturn.MODEL_RETURN_MONO_2:
                    modelBlock = new ReturnRight();
                    break;

                case ConstSendReturn.MODEL_SEND_STEREO_1_2:
                    modelBlock = new SendStereoLR();
                    break;

                case ConstSendReturn.MODEL_RETURN_STEREO_1_2:
                    modelBlock = new ReturnStereoLR();
                    break;
                    #endregion Send/Return



                    #region Volume/Pan
                case ConstVolPan.MODEL_VOLUME:
                    modelBlock = new Volume();
                    break;

                case ConstVolPan.MODEL_GAIN:
                    modelBlock = new Gain();
                    break;
                    #endregion Volume/Pan



                    #region Wah
                case ConstWah.MODEL_CHROME:
                    modelBlock = new Chrome();
                    break;

                case ConstWah.MODEL_CHROME_CUSTOM:
                    modelBlock = new ChromeCustom();
                    break;

                case ConstWah.MODEL_COLORFUL:
                    modelBlock = new Colorful();
                    break;

                case ConstWah.MODEL_CONDUCTOR:
                    modelBlock = new Conductor();
                    break;

                case ConstWah.MODEL_TEARDROP_310:
                    modelBlock = new Teardrop310();
                    break;

                case ConstWah.MODEL_THROATY:
                    modelBlock = new Throaty();
                    break;

                case ConstWah.MODEL_WEEPER:
                    modelBlock = new Weeper();
                    break;

                case ConstWah.MODEL_FASSEL:
                    modelBlock = new Fassel();
                    break;

                case ConstWah.MODEL_UK_WAH_846:
                    modelBlock = new UkWah846();
                    break;

                case ConstWah.MODEL_VETTA_WAH:
                    modelBlock = new Vetta();
                    break;
                    #endregion Wah

                default:
                    modelBlock = new Block();
                    break;
                }
                serializer.Populate(jsonObject.CreateReader(), modelBlock);
                return(modelBlock);
            }
            else
            {
                return(default(Block));
            }
        }
コード例 #17
0
ファイル: MonsterHealthManager.cs プロジェクト: MeesMD/Mythe
 // Use this for initialization
 void Start()
 {
     minotaur_script = enemy.GetComponent <Minotaur>();
 }
コード例 #18
0
        protected void createGameBoard(int rows, int columns, bool isloaded)
        {
            if (isloaded != true)
            {
                //creating Level
                LevelDesigner.createLevel(rows, columns);
                LevelDesigner.MyLevel.CreateCells();
            }

            //Clear out the existing controls, we are generating a new table layout
            GameBoard.Controls.Clear();
            GameBoard.ColumnStyles.Clear();
            GameBoard.RowStyles.Clear();

            //Now we will generate the table, setting up the row and column counts first
            GameBoard.ColumnCount = columns;
            GameBoard.RowCount    = rows;

            //creating rows
            for (int y = 0; y < LevelDesigner.MyLevel.Height; y++)
            {
                //create a row
                GameBoard.ColumnStyles.Add(new ColumnStyle(SizeType.Percent));

                //creating columns
                for (int x = 0; x < LevelDesigner.MyLevel.Width; x++)
                {
                    //create the grid
                    CustomControl_Button btn_Cell = new CustomControl_Button()
                    {
                        Name = count.ToString()
                    };

                    //adding the cells from cell collection to the btn
                    btn_Cell.ChildCell = LevelDesigner.MyLevel.CellCollection[count];

                    //setting the button size
                    btn_Cell.Size    = new Size(40, 40);
                    btn_Cell.Padding = new Padding(0);
                    btn_Cell.Margin  = new Padding(0);
                    btn_Cell.Click  += Button_OnClick_For_Cell;

                    MenuItem m1 = new MenuItem("LeftTile", new EventHandler(ContextMenu_OnClick_For_TileLeft));
                    MenuItem m2 = new MenuItem("UpTile", new EventHandler(ContextMenu_OnClick_For_TileUp));
                    MenuItem m3 = new MenuItem("BlankTile", new EventHandler(ContextMenu_OnClick_For_TileBlank));
                    MenuItem m4 = new MenuItem("LeftUpTile", new EventHandler(ContextMenu_OnClick_For_TileLeftUp));
                    MenuItem m5 = new MenuItem("Exit", new EventHandler(ContextMenu_OnClick_For_TileExit));
                    MenuItem m6 = new MenuItem("Theseus", new EventHandler(ContextMenu_OnClick_For_Theseus));
                    MenuItem m7 = new MenuItem("Minotaur", new EventHandler(ContextMenu_OnClick_For_Minotaur));

                    btn_Cell.ContextMenu = new System.Windows.Forms.ContextMenu();
                    btn_Cell.ContextMenu.MenuItems.Add(m1);
                    btn_Cell.ContextMenu.MenuItems.Add(m2);
                    btn_Cell.ContextMenu.MenuItems.Add(m3);
                    btn_Cell.ContextMenu.MenuItems.Add(m4);
                    btn_Cell.ContextMenu.MenuItems.Add(m5);
                    btn_Cell.ContextMenu.MenuItems.Add(m6);
                    btn_Cell.ContextMenu.MenuItems.Add(m7);

                    //Finally, add the control to the correct location in the table
                    GameBoard.Controls.Add(btn_Cell, x, y);
                    count += 1;
                }
            }
            if (isloaded != true)
            {
                //AddBorders();
                theseus  = new Theseus();
                minotaur = new Minotaur();
            }
        }
コード例 #19
0
        private static void loadGameBoard(Level level, object sender, Theseus theseus, Minotaur minotaur)
        {
            int Theseus  = level.TheseusLocation;
            int Minotaur = level.MinotaurLocation;
            int Exit     = level.ExitLocation;
            int count    = 0;

            Button loadButton = sender as Button;
            var    theButton  = sender as CustomControl_Button;
            Form   parentForm = loadButton.FindForm();


            foreach (Cell cell in level.CellCollection)
            {
                theButton = parentForm.Controls.Find(count.ToString(), true).FirstOrDefault() as CustomControl_Button;


                if (Theseus == count)
                {
                    OldTheseusButton = theButton;
                    OldTheseusButton.ChildCharacter = theseus;

                    LevelDesigner.MyLevel.TheseusLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(OldTheseusButton.ChildCell);
                }
                else if (Minotaur == count)
                {
                    OldMinotaurButton = theButton;
                    OldMinotaurButton.ChildCharacter       = minotaur;
                    LevelDesigner.MyLevel.MinotaurLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(OldMinotaurButton.ChildCell);
                }
                else if (Exit == count)
                {
                    OldExitButton = theButton;
                    OldExitButton._PreviousCell = theButton.ChildCell;

                    Cell cellll = new Cell()
                    {
                        Type = CellType.Exit
                    };

                    theButton.ChildCell = cellll;


                    LevelDesigner.MyLevel.ExitLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(theButton.ChildCell);
                }


                count++;
            }
            {
            }
        }
コード例 #20
0
    // Use this for initialization
    void Start()
    {
        speed = normalSpeed;
        //Grab a component and keep a referance to it
        cc = GetComponent<CharacterController>();
        if (!cc)
            Debug.Log("CharacterController does not exist");
        anim = GetComponent<Animator>();
        anim.SetFloat("Speed", 0);
        anim.SetBool("Alive", true);
        anim.SetBool("Run", false);
        damaged = false;
        flashColour = new Color(1.0f, 0.0f, 0.0f, 0.1f);

        minotaur = GameObject.FindGameObjectWithTag("Minotaur").GetComponent<Minotaur>();
        textActive = false;

        trapActive1 = false;
        trapActive2 = false;
        score = 0;
        speedIncrease = false;
    }
コード例 #21
0
 void Update()
 {
     MinotaurRampage = GameObject.Find("Minotaur(Clone)").transform.GetChild(0).GetComponent <Minotaur>();
 }
コード例 #22
0
 // Use this for initialization
 void Start()
 {
     unityController = GameObject.Find("SDUnityChan").GetComponent<UnityChanController>();
     minotaur = GameObject.Find("Minotaur").GetComponent<Minotaur>();
 }
コード例 #23
0
        public static void NewRace(Character character)
        {
            switch (character.ChosenRace)
            {
            case "Aasimar(Protector)":
                Aasimar.Protector(character);
                break;

            case "Aasimar(Scourge)":
                Aasimar.Scourge(character);
                break;

            case "Aasimar(Fallen)":
                Aasimar.Fallen(character);
                break;

            case "Cambion":
                Cambion.Base(character);
                break;

            case "Changeling":
                Changeling.Base(character);
                break;

            case "Dhampir":
                Dhampir.Base(character);
                break;

            case "Dragonborn":
                Dragonborn.Base(character);
                break;

            case "Hill Dwarf":
                Dwarf.Hill(character);
                break;

            case "Mountain Dwarf":
                Dwarf.Mountain(character);
                break;

            case "Avariel":
                Elf.Avariel(character);
                break;

            case "Drow":
                Elf.Drow(character);
                break;

            case "Eladrin":
                Elf.Eladrin(character);
                break;

            case "Moon Elf":
                Elf.Moon(character);
                break;

            case "Sea Elf":
                Elf.Sea(character);
                break;

            case "Shadar-Kai":
                Elf.ShadarKai(character);
                break;

            case "High Elf":
                Elf.High(character);
                break;

            case "Wild Elf":
                Elf.Wild(character);
                break;

            case "Wood Elf":
                Elf.Wood(character);
                break;

            case "Forest Gnome":
                Gnome.Forest(character);
                break;

            case "Rock Gnome":
                Gnome.Rock(character);
                break;

            case "Goliath":
                Goliath.Base(character);
                break;

            case "Half-Elf":
                HalfElf.Base(character);
                break;

            case "Half-Orc":
                HalfOrc.Base(character);
                break;

            case "Lightfoot Halfling":
                Halfling.Lightfoot(character);
                break;

            case "Stout Halfling":
                Halfling.Stout(character);
                break;

            case "Human":
                Human.Base(character);
                break;

            case "Variant Human":
                Human.Variant(character);
                break;

            case "Minotaur":
                Minotaur.Base(character);
                break;

            case "Shade":
                Shade.Base(character);
                break;

            case "Tiefling":
                Tiefling.Base(character);
                break;

            case "Feral Tiefling":
                Tiefling.Feral(character);
                break;

            case "Demigod":
                Demigod.Base(character);
                break;
            }
        }
コード例 #24
0
 public void CreateWave()
 {
     _wave.Clear();
     for (var i = 0; i < EnemiesInWave; i++)
     {
         var enemyCase = Random.Range(0, 3);
         switch (enemyCase)
         {
             case 0:
                 _wave.Add(() =>
                 {
                     var zombie = new Zombie();
                     zombie.Summon();
                     _enemies.Add(zombie.EnemyGO);
                 });
                 break;
             case 1:
                 _wave.Add(() =>
                 {
                     var minotaur = new Minotaur();
                     minotaur.Summon();
                     _enemies.Add(minotaur.EnemyGO);
                 });
                 break;
             case 2:
                 _wave.Add(() =>
                 {
                     var mage = new Mage();
                     mage.Summon();
                     _enemies.Add(mage.EnemyGO);
                 });
                 break;
         }
     }
     EnemiesInWave+=5;
 }