public override bool ContainsImprovement(Type type) { if (this.GetType() == type) { return(true); } return(HeavyUnit.ContainsImprovement(type)); }
public virtual void Upgrade(HeavyUnit newHeavyReference) { if (!CanUpgrade()) { return; } Initialize(newHeavyReference); }
public override IUnit Clone() { return(new SwordDecorator((IHeavyInfantry)HeavyUnit.Clone())); }
public override string GetImprovements() { return(HeavyUnit.GetImprovements() + "[" + SwordName + "] "); }
public override string GetImprovements() { return(HeavyUnit.GetImprovements() + "[helmet] "); }
public virtual HeavyUnit GetHeavyReference(RedemptionTDType type, int level) { if (level < 1 || level > black.Count) { level = 0; } else { level--; } HeavyUnit result = null; switch (type) { case RedemptionTDType.BLACK_WEAPON: case RedemptionTDType.BLACK_ENEMY: case RedemptionTDType.BLACK_RESOURCE: case RedemptionTDType.BLACK_RESOURCE_DROP: case RedemptionTDType.BLACK_BASE: case RedemptionTDType.BLACK_ENEMY_MID: case RedemptionTDType.BLACK_ENEMY_LARGE: case RedemptionTDType.BLACK_ENEMY_BOSS: result = black[level]; break; case RedemptionTDType.IRON_WEAPON: case RedemptionTDType.IRON_ENEMY: case RedemptionTDType.IRON_RESOURCE: case RedemptionTDType.IRON_RESOURCE_DROP: case RedemptionTDType.IRON_BASE: case RedemptionTDType.IRON_ENEMY_MID: case RedemptionTDType.IRON_ENEMY_LARGE: case RedemptionTDType.IRON_ENEMY_BOSS: result = iron[level]; break; case RedemptionTDType.LEAD_WEAPON: case RedemptionTDType.LEAD_ENEMY: case RedemptionTDType.LEAD_RESOURCE: case RedemptionTDType.LEAD_RESOURCE_DROP: case RedemptionTDType.LEAD_BASE: case RedemptionTDType.LEAD_ENEMY_MID: case RedemptionTDType.LEAD_ENEMY_LARGE: case RedemptionTDType.LEAD_ENEMY_BOSS: result = lead[level]; break; case RedemptionTDType.MAGNESIUM_WEAPON: case RedemptionTDType.MAGNESIUM_ENEMY: case RedemptionTDType.MAGNESIUM_RESOURCE: case RedemptionTDType.MAGNESIUM_RESOURCE_DROP: case RedemptionTDType.MAGNESIUM_BASE: case RedemptionTDType.MAG_ENEMY_MID: case RedemptionTDType.MAG_ENEMY_LARGE: case RedemptionTDType.MAG_ENEMY_BOSS: result = magnesium[level]; break; default: break; } return(result); }