public GameLibrary.Model.Object.Equipment.EquipmentArmor createEquipmentArmorObject(ArmorEnum _ArmorEnum) { GameLibrary.Model.Object.Equipment.EquipmentArmor equipmentArmorObject = new GameLibrary.Model.Object.Equipment.EquipmentArmor(); equipmentArmorObject.Scale = 1; equipmentArmorObject.Velocity = new Vector3(0, 0, 0); equipmentArmorObject.StackMax = 1; equipmentArmorObject.Size = new Microsoft.Xna.Framework.Vector3(32, 32, 0); equipmentArmorObject.ArmorEnum = _ArmorEnum; equipmentArmorObject.ItemEnum = ItemEnum.Armor; switch (_ArmorEnum) { case ArmorEnum.Chest: { equipmentArmorObject.NormalArmor = 1; equipmentArmorObject.ItemIconGraphicPath = "Object/Item/Small/Cloth1"; equipmentArmorObject.Body.MainBody.TexturePath = "Character/Cloth1"; break; } case ArmorEnum.GoldenArmor: equipmentArmorObject.NormalArmor = 10; equipmentArmorObject.ItemIconGraphicPath = "Object/Item/Small/Cloth1"; equipmentArmorObject.Body.MainBody.TexturePath = "Character/GoldenArmor"; break; } return equipmentArmorObject; }
public EquipmentArmor(SerializationInfo info, StreamingContext ctxt) : base(info, ctxt) { this.armorEnum = (ArmorEnum)info.GetValue("armorEnum", typeof(ArmorEnum)); this.normalArmor = (int)info.GetValue("normalArmor", typeof(int)); }
public EquipmentArmor createEquipmentArmorObject(ArmorEnum _ArmorEnum) { EquipmentArmor equipmentArmorObject = new EquipmentArmor(); equipmentArmorObject.Scale = 1; equipmentArmorObject.Velocity = new Vector3(0, 0, 0); equipmentArmorObject.StackMax = 1; equipmentArmorObject.Size = new Microsoft.Xna.Framework.Vector3(32, 32, 0); equipmentArmorObject.ArmorEnum = _ArmorEnum; equipmentArmorObject.ItemEnum = ItemEnum.Armor; switch (_ArmorEnum) { case ArmorEnum.Chest: { equipmentArmorObject.NormalArmor = 1; equipmentArmorObject.ItemIconGraphicPath = "Object/Item/Small/Cloth1"; equipmentArmorObject.Body.MainBody.TexturePath = "Character/Cloth1"; break; } case ArmorEnum.GoldenArmor: equipmentArmorObject.NormalArmor = 10; equipmentArmorObject.ItemIconGraphicPath = "Object/Item/Small/Cloth1"; equipmentArmorObject.Body.MainBody.TexturePath = "Character/GoldenArmor"; break; } return(equipmentArmorObject); }
public static Armor FactoryArmor(ArmorEnum type, int id, string name, Rarity rarity, int price, string desc, int protection) { switch (type) { case ArmorEnum.Helmet: return(new Helmet(id, name, rarity, price, desc, protection)); case ArmorEnum.Breastplate: return(new Breastplate(id, name, rarity, price, desc, protection)); case ArmorEnum.Gloves: return(new Gloves(id, name, rarity, price, desc, protection)); case ArmorEnum.Shoes: return(new Shoes(id, name, rarity, price, desc, protection)); case ArmorEnum.Belt: return(new Belt(id, name, rarity, price, desc, protection)); default: return(null); } }
public Armor getArmor(ArmorEnum armor) { /* start getArmor */ return mArmor[(int)armor]; }