public void Upgrade() { if (this.Type == 26) { Spells_Characters _Card = CSV.Tables.Get(Gamefile.Spells_Characters).GetDataWithID(this.ID) as Spells_Characters; Rarities _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities; if (this.Level < _Rarity.LevelCount) { this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; this.Level++; } } else if (this.Type == 27) { Spells_Buildings _Card = CSV.Tables.Get(Gamefile.Spells_Buildings).GetDataWithID(this.ID) as Spells_Buildings; Rarities _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities; if (this.Level < _Rarity.LevelCount) { this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; this.Level++; } } else if (this.Type == 28) { Spells_Others _Card = CSV.Tables.Get(Gamefile.Spells_Others).GetDataWithID(this.ID) as Spells_Others; Rarities _Rarity = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities; if (this.Level < _Rarity.LevelCount) { this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; this.Level++; } } }
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); }