예제 #1
0
        public override bool ContainsImprovement(Type type)
        {
            if (this.GetType() == type)
            {
                return(true);
            }

            return(HeavyUnit.ContainsImprovement(type));
        }
예제 #2
0
    public virtual void Upgrade(HeavyUnit newHeavyReference)
    {
        if (!CanUpgrade())
        {
            return;
        }

        Initialize(newHeavyReference);
    }
예제 #3
0
 public override IUnit Clone()
 {
     return(new SwordDecorator((IHeavyInfantry)HeavyUnit.Clone()));
 }
예제 #4
0
 public override string GetImprovements()
 {
     return(HeavyUnit.GetImprovements() + "[" + SwordName + "] ");
 }
예제 #5
0
 public override string GetImprovements()
 {
     return(HeavyUnit.GetImprovements() + "[helmet] ");
 }
예제 #6
0
    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);
    }