예제 #1
0
        /// <summary>
        /// Upgrade this instance / card.
        /// </summary>
        public void Upgrade()
        {
            // var resourceDataTable = ObjectManager.DataTables.GetTable(this.Type);
            if (this.Type == 26)
            {
                Spells_Characters _Card =
                    ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Characters).GetItemById(this.ID) as
                    Spells_Characters;

                // 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;
                Rarities _Rarity =
                    ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_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;
                Spells_Buildings _Card   = ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Buildings).GetItemById(this.ID) as Spells_Buildings;
                Rarities         _Rarity = ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities;

                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level];
                    this.Level++;
                }
            }
            else if (this.Type == 28)
            {
                // Spells_Other _Card  = CSV.Tables.Get(Gamefile.Spells_Other).GetDataWithID(this.ID) as Spells_Other;
                // Rarities _Rarity    = CSV.Tables.Get(Gamefile.Rarities).GetData(_Card.Rarity) as Rarities;
                Spells_Other _Card   = ObjectManager.DataTables.GetTable((int)Gamefile.Spells_Other).GetItemById(this.ID) as Spells_Other;
                Rarities     _Rarity = ObjectManager.DataTables.GetTable((int)Gamefile.Rarities).GetDataByName(_Card.Rarity) as Rarities;

                if (this.Level < _Rarity.LevelCount)
                {
                    this.Count -= _Rarity.UpgradeMaterialCount[this.Level]; // [this.Level]
                    this.Level++;
                }
            }
        }
예제 #2
0
        internal Data Create(Row _Row)
        {
            Data _Data;

            switch ((Gamefile)this.Index)
            {
            case Gamefile.Treasure_Chests:
                _Data = new Treasure_Chests(_Row, this);
                break;

            case Gamefile.Rarities:
                _Data = new Rarities(_Row, this);
                break;

            case Gamefile.Spells_Characters:
                _Data = new Spells_Characters(_Row, this);
                break;

            case Gamefile.Spells_Buildings:
                _Data = new Spells_Buildings(_Row, this);
                break;

            case Gamefile.Spells_Other:
                _Data = new Spells_Other(_Row, this);
                break;

            case Gamefile.Arenas:
                _Data = new Arenas(_Row, this);
                break;

            default:
            {
                _Data = new Data(_Row, this);
                break;
            }
            }

            return(_Data);
        }
예제 #3
0
파일: DataTable.cs 프로젝트: skadiD/UCS-GUI
        /// <summary>
        /// Create the item.
        /// </summary>
        /// <param name="_Row">The row.</param>
        /// <returns>The Data.</returns>
        public Data Create(Row _Row)
        {
            Data _Data;

            switch (this.Index)
            {
            case 1:
            {
                _Data = new Achievements(_Row, this);
                break;
            }

            case 2:
            {
                _Data = new Alliance_Badges(_Row, this);
                break;
            }

            case 3:
            {
                _Data = new Alliance_Roles(_Row, this);
                break;
            }

            case 4:
            {
                _Data = new Area_Effect_Objects(_Row, this);
                break;
            }

            case 5:
            {
                _Data = new Arenas(_Row, this);
                break;
            }

            case 6:
            {
                _Data = new Buildings(_Row, this);
                break;
            }

            case 7:
            {
                _Data = new Character_Buffs(_Row, this);
                break;
            }

            case 8:
            {
                _Data = new Characters(_Row, this);
                break;
            }

            case 9:
            {
                _Data = new Chest_Order(_Row, this);
                break;
            }

            case 10:
            {
                _Data = new Content_Tests(_Row, this);
                break;
            }

            case 11:
            {
                _Data = new Damage_Types(_Row, this);
                break;
            }

            case 12:
            {
                _Data = new Decos(_Row, this);
                break;
            }

            case 13:
            {
                _Data = new Exp_Levels(_Row, this);
                break;
            }

            case 14:
            {
                _Data = new Gamble_Chests(_Row, this);
                break;
            }

            case 15:
            {
                _Data = new Globals(_Row, this);
                break;
            }

            case 16:
            {
                _Data = new Locales(_Row, this);
                break;
            }

            case 17:
            {
                _Data = new Locations(_Row, this);
                break;
            }

            case 18:
            {
                _Data = new Npcs(_Row, this);
                break;
            }

            case 19:
            {
                _Data = new Predefined_Decks(_Row, this);
                break;
            }

            case 20:
            {
                _Data = new Projectiles(_Row, this);
                break;
            }

            case 21:
            {
                _Data = new Rarities(_Row, this);
                break;
            }

            case 22:
            {
                _Data = new Regions(_Row, this);
                break;
            }

            case 23:
            {
                _Data = new Resource_Packs(_Row, this);
                break;
            }

            case 24:
            {
                _Data = new Resources(_Row, this);
                break;
            }

            case 25:
            {
                _Data = new Shop(_Row, this);
                break;
            }

            case 26:
            {
                _Data = new Spawn_Points(_Row, this);
                break;
            }

            case 27:
            {
                _Data = new Spell_Sets(_Row, this);
                break;
            }

            case 28:
            {
                _Data = new Spells_Buildings(_Row, this);
                break;
            }

            case 29:
            {
                _Data = new Spells_Characters(_Row, this);
                break;
            }

            case 30:
            {
                _Data = new Spells_Other(_Row, this);
                break;
            }

            case 31:
            {
                _Data = new Survival_Modes(_Row, this);
                break;
            }

            case 32:
            {
                _Data = new Taunts(_Row, this);
                break;
            }

            case 33:
            {
                _Data = new Tournament_Tiers(_Row, this);
                break;
            }

            case 34:
            {
                _Data = new Treasure_Chests(_Row, this);
                break;
            }

            case 35:
            {
                _Data = new Tutorials_Home(_Row, this);
                break;
            }

            case 36:
            {
                _Data = new Tutorials_Npc(_Row, this);
                break;
            }

            default:
            {
                _Data = new Data(_Row, this);
                break;
            }
            }

            return(_Data);
        }