private static ICharacter CreatePlayerFromSavedGame(SnapshotOfCharacter snapshot) { ICharacter character; switch (snapshot.CharacterType) { case CharacterType.Mage: return(character = new Mage( snapshot.Name, snapshot.Strength, snapshot.Dexterity, snapshot.Vitality, snapshot.Intelligence, snapshot.MaxHitPoints, snapshot.Experience, snapshot.Cash, snapshot.Level, snapshot.Position)); case CharacterType.Rogue: return(character = new Rogue( snapshot.Name, snapshot.Strength, snapshot.Dexterity, snapshot.Vitality, snapshot.Intelligence, snapshot.MaxHitPoints, snapshot.Experience, snapshot.Cash, snapshot.Level, snapshot.Position)); case CharacterType.Warrior: return(character = new Warrior( snapshot.Name, snapshot.Strength, snapshot.Dexterity, snapshot.Vitality, snapshot.Intelligence, snapshot.MaxHitPoints, snapshot.Experience, snapshot.Cash, snapshot.Level, snapshot.Position)); default: throw new InvalidCharacterTypeException(); } }
private static ICharacter CreatePlayerFromSavedGame(SnapshotOfCharacter snapshot) { ICharacter character; switch (snapshot.CharacterType) { case CharacterType.Mage: return character = new Mage( snapshot.Name, snapshot.Strength, snapshot.Dexterity, snapshot.Vitality, snapshot.Intelligence, snapshot.MaxHitPoints, snapshot.Experience, snapshot.Cash, snapshot.Level, snapshot.Position); case CharacterType.Rogue: return character = new Rogue( snapshot.Name, snapshot.Strength, snapshot.Dexterity, snapshot.Vitality, snapshot.Intelligence, snapshot.MaxHitPoints, snapshot.Experience, snapshot.Cash, snapshot.Level, snapshot.Position); case CharacterType.Warrior: return character = new Warrior( snapshot.Name, snapshot.Strength, snapshot.Dexterity, snapshot.Vitality, snapshot.Intelligence, snapshot.MaxHitPoints, snapshot.Experience, snapshot.Cash, snapshot.Level, snapshot.Position); default: throw new InvalidCharacterTypeException(); } }