public static string toString(Wood wood) { switch (wood) { case Wood.INDIAN_ROSEWOOD: return "Indian Rosewood"; case Wood.BRAZILIAN_ROSEWOOD: return "Brazilian Rosewood"; case Wood.MAHOGANY: return "Mahogany"; case Wood.MAPLE: return "Maple"; case Wood.COCOBOLO: return "Cocobolo"; case Wood.CEDAR: return "Cedar"; case Wood.ADIRONDACK: return "Adirondack"; case Wood.ALDER: return "Alder"; case Wood.SITKA: return "Sitka"; default: return null; } }
public GuitarSpec(Builder builder, string model, Typeg type, int numStrings, Wood backWood, Wood topWood) : base(builder,model,type, backWood,topWood) { this.numStrings = numStrings; }
//constructor public Lot(Wood wood, LotSize size, int pieces, decimal price) { this.Id = IdGenerator.GetId(); this.Wood = wood; this.Size = size; this.Pieces = pieces; this.Price = price; }
public Guitar(string serialNumber, double price, Builder builder, string model, Typeg type, Wood backWood, Wood topWood) { this.serialNumber = serialNumber; this.price = price; this.guitarSpec = new GuitarSpec (builder, model, type, backWood, topWood); }
public void addGuitar(string serialNumber, double price, Builder builder, string model, Typeg type, Wood backWood, Wood topWood) { Guitar guitar = new Guitar(serialNumber, price, builder, model, type, backWood, topWood); guitars.Add(guitar); }
public InstrumentSpec(Builder builder, string model, Typeg type, Wood backWood, Wood topWood) { this.builder = builder.ToString(); this.model = model; this.type = type.ToString(); this.backWood = backWood.ToString(); this.topWood = topWood.ToString(); }
public GuitarSpec(Builder builder, string model, Type type, Wood backwood, Wood topwood, int numStrings) { this.builder = builder; this.model = model; this.type = type; this.backwood = backwood; this.topwood = topwood; this.numStrings = numStrings; }
public MandolinSpec(Builder builder, string model, Type type, Wood backWood, Wood topWood, Style style) :base(builder, model, type, backWood, topWood) { this.style = style; }
public GuitarSpec(Builder builder, string model, Type type, int numString, Wood backWood, Wood topWood) { this.Builder = builder; this.Model = model; this.Type = type; this.NumStrings = numString; this.BackWood = backWood; this.TopWood = topWood; }
private Lot BasicLotCreator(Wood wood) { switch (wood) { case Wood.Buk: return new BukLot(new LotSize(), 0, 0); case Wood.Dub: return new DubLot(new LotSize(), 0, 0); case Wood.Yavor: return new YavorLot(new LotSize(), 0, 0); case Wood.Yasen: return new YasenLot(new LotSize(), 0, 0); default: throw new ArgumentException("Invalid wood type"); } }
public InstrumentSpec(Builder builder, string model, Type type, Wood backWood, Wood topWood) { this.builder = builder; this.model = model; this.type = type; this.backWood = backWood; this.topWood = topWood; }
protected override Item CreateItem(string itemTypeString, string itemNameString, Location itemLocation, Item item) { switch (itemTypeString) { case "weapon": item = new Weapon(itemNameString, itemLocation); break; case "iron": item = new Iron(itemNameString, itemLocation); break; case "wood": item = new Wood(itemNameString, itemLocation); break; default: return base.CreateItem(itemTypeString, itemNameString, itemLocation, item); } return item; }
public Guitar(string serialNumber, double price, Builder builder, string model, Typeg type, Wood backWood, Wood topWood) { this.serialNumber = serialNumber; this.price = price; this.builder = builder.ToString(); this.model = model; this.type = type.ToString(); this.backWood = backWood.ToString(); this.topWood = topWood.ToString(); }
private Dictionary <string, int> CalcPrimary() { Dictionary <string, int> primary = new Dictionary <string, int>(); primary.Add("Thatch", 0); primary.Add("Fiber", 0); primary.Add("Wood", 0); primary.Add("Stone", 0); primary.Add("Metal", 0); primary.Add("Paste", 0); primary.Add("Polymer", 0); primary.Add("Crystal", 0); primary.Add("Element", 0); Dictionary <string, int> Foundation = new Dictionary <string, int>(); Dictionary <string, int> Walls = new Dictionary <string, int>(); Dictionary <string, int> Ceiling = new Dictionary <string, int>(); Dictionary <string, int> Doorframe = new Dictionary <string, int>(); Dictionary <string, int> Door = new Dictionary <string, int>(); Dictionary <string, int> Windowframe = new Dictionary <string, int>(); Dictionary <string, int> Window = new Dictionary <string, int>(); switch (primaryMaterial) { case "Thatch": { Thatch materialCost = new Thatch(); Foundation = materialCost.Foundation; Walls = materialCost.Wall; Ceiling = materialCost.Ceiling; Doorframe = materialCost.Doorframe; Door = materialCost.Door; break; } case "Wood": { Wood materialCost = new Wood(); Foundation = materialCost.Foundation; Walls = materialCost.Wall; Ceiling = materialCost.Ceiling; Doorframe = materialCost.Doorframe; Door = materialCost.Door; Windowframe = materialCost.Windowframe; Window = materialCost.Window; break; } case "Stone": { Stone materialCost = new Stone(); Foundation = materialCost.Foundation; Walls = materialCost.Wall; Ceiling = materialCost.Ceiling; Doorframe = materialCost.Doorframe; Door = materialCost.Door; Windowframe = materialCost.Windowframe; Window = materialCost.Window; break; } case "Metal": { Metal materialCost = new Metal(); Foundation = materialCost.Foundation; Walls = materialCost.Wall; Ceiling = materialCost.Ceiling; Doorframe = materialCost.Doorframe; Door = materialCost.Door; Windowframe = materialCost.Windowframe; Window = materialCost.Window; break; } case "Tek": { Tek materialCost = new Tek(); Foundation = materialCost.Foundation; Walls = materialCost.Wall; Ceiling = materialCost.Ceiling; Doorframe = materialCost.Doorframe; Door = materialCost.Door; Windowframe = materialCost.Windowframe; Window = materialCost.Window; break; } } foreach (KeyValuePair <string, int> kv in Foundation) { primary[kv.Key] += kv.Value * foundation; } foreach (KeyValuePair <string, int> kv in Walls) { primary[kv.Key] += kv.Value * walls; } foreach (KeyValuePair <string, int> kv in Ceiling) { primary[kv.Key] += kv.Value * roof; } foreach (KeyValuePair <string, int> kv in Doorframe) { primary[kv.Key] += kv.Value * doors; } foreach (KeyValuePair <string, int> kv in Door) { primary[kv.Key] += kv.Value * doors; } if (primaryMaterial != "Thatch") { foreach (KeyValuePair <string, int> kv in Windowframe) { primary[kv.Key] += kv.Value * windows; } foreach (KeyValuePair <string, int> kv in Window) { primary[kv.Key] += kv.Value * windows; } } return(primary); }
private void updateWoodDisplay() { woodDisplay.text = Wood.ToString(); }
public GuitarSpec(Builder builder, string model, Type type, int numStrings, Wood backWood, Wood topWood) { Builder = builder; Model = model; Type = type; NumStrings = numStrings; BackWood = backWood; TopWood = topWood; }
public Guitar(String serialNumber, double price, Builder builder, string model, Type type, Wood backWood, Wood topWood) { this.serialNumber = serialNumber; this.price = price; spec = new GuitarSpec(builder, model, type, backWood, topWood); }
public MandolinSpec(Builder builder, string model, Type type, Style style, Wood backwood, Wood topWood) { this.style = style; }
private Dictionary <string, int> CalcSecondary() { Dictionary <string, int> secondary = new Dictionary <string, int>(); secondary.Add("Thatch", 0); secondary.Add("Fiber", 0); secondary.Add("Wood", 0); secondary.Add("Stone", 0); secondary.Add("Metal", 0); secondary.Add("Paste", 0); secondary.Add("Polymer", 0); secondary.Add("Crystal", 0); secondary.Add("Element", 0); Dictionary <string, int> Ceiling = new Dictionary <string, int>(); switch (secondaryMaterial) { case "Thatch": { Thatch materialCost = new Thatch(); Ceiling = materialCost.Ceiling; break; } case "Wood": { Wood materialCost = new Wood(); Ceiling = materialCost.Ceiling; break; } case "Stone": { Stone materialCost = new Stone(); Ceiling = materialCost.Ceiling; break; } case "Metal": { Metal materialCost = new Metal(); Ceiling = materialCost.Ceiling; break; } case "Tek": { Tek materialCost = new Tek(); Ceiling = materialCost.Ceiling; break; } } foreach (KeyValuePair <string, int> kv in Ceiling) { secondary[kv.Key] += kv.Value * foundation * (floors - 1); } return(secondary); }
private void PlayerMoveUpdate() { if (playerManager.GetPlayerMode() == 1)//プレイヤーが移動待機状態なら { Vector2 playerDestination = mapManager.GetFindPoint((int)playerManager.GetPlayerMapPoint().y, (int)playerManager.GetPlayerMapPoint().x, playerManager.GetPlayerDirection(), 1); //プレイヤーの移動先のポイントを取得 Wood nowPointWood = null; //現在地の木 Wood destinationPointWood = null; //移動先の木 if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) //プレイヤーが木に乗っていたら { nowPointWood = woodManager.GetIncludedPointWood(playerManager.GetPlayerMapPoint()); //乗っている木を取得 } if (mapManager.IsOnWood(playerDestination)) //移動先に木があるなら { destinationPointWood = woodManager.GetIncludedPointWood(playerDestination); //移動先の木を取得 } //ここからそもそも移動が出来る状態か判断 if (!mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) //プレイヤーが丸太に乗っていない時 { if (mapManager.IsOnWood(playerDestination) && mapManager.IsRiver(playerDestination)) //移動先が丸太かつ川なら { if (destinationPointWood.GetState() == 3) //丸太が流れているなら { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //方向軸が違うなら { foreach (Vector2 dwp in destinationPointWood.GetMapPoints()) //その丸太が一か所でも { if (!mapManager.IsRiver(dwp)) //川でないマスがあれば(全て川に入って無ければ) { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } } } } } if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) //プレイヤーが丸太に乗っていたら { foreach (Vector2 nwp in nowPointWood.GetMapPoints()) //プレイヤーの乗る丸太が一か所でも { if (!mapManager.IsRiver(nwp)) //川でないマスがあれば(全て川に入って無ければ) { if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), nowPointWood.GetDirection())) //軸が違えば { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } } } if (mapManager.IsRiver(playerDestination)) //移動先が川で { if (mapManager.IsOnWood(playerDestination)) //丸太があるなら { if (destinationPointWood != nowPointWood) //その丸太が今乗っている丸太と違うなら { if (destinationPointWood.GetState() == 3) //丸太が流れているなら { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } foreach (Vector2 dwp in destinationPointWood.GetMapPoints()) //その丸太が一か所でも { if (!mapManager.IsRiver(dwp)) //川でないマスがあれば(全て川に入って無ければ) { if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //軸が違うなら { playerManager.PlayerStop(); //プレイヤーを止めて return; //移動しない } } } } } } } //ここから移動したいマスに侵入できるかの判断 if (mapManager.IsPlayerEnterMapchip(playerManager.GetPlayerDirection(), playerManager.GetPlayerMapPoint()))//移動したいマスにプレイヤーが侵入できるなら { if (nowPointWood != destinationPointWood || (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()) && mapManager.IsRiver(playerManager.GetPlayerMapPoint()))) { if (mapManager.IsOnWood(playerDestination) && !mapManager.IsRiver(playerDestination))//移動先に丸太があって川でないなら { //Debug.Log("PlayerDestinationOnWood"); destinationPointWood = woodManager.GetIncludedPointWood(playerDestination); //その丸太を取得 //Debug.Log(dw); if (!Direction.IsSameAxis(playerManager.GetPlayerDirection(), destinationPointWood.GetDirection())) //プレイヤーの移動方向軸と丸太の方向軸が違うなら { for (int i = 0; i < destinationPointWood.GetLength(); i++) //丸太の長さ分 { Vector2 woodPoint = mapManager.GetFindPoint((int)destinationPointWood.GetRootPoint().y, (int)destinationPointWood.GetRootPoint().x, destinationPointWood.GetDirection(), i); //丸太のマス一つ分の現在地マス Vector2 woodDistination = mapManager.GetFindPoint((int)woodPoint.y, (int)woodPoint.x, playerManager.GetPlayerDirection(), 1); //丸太のマスの移動先1マス if (!mapManager.IsCanEnterWood(woodDistination)) //1マスでも丸太が侵入できないますがあれば { playerManager.PlayerStop(); //プレイヤーを止めて //Debug.Log("Return"); return; //移動しない } } //ここまでくると丸太移動が出来ることが確定 destinationPointWood.MoveSet(playerManager.GetPlayerDirection()); //丸太をプレイヤーの移動方向へ移動させる Vector2 dwRootPoint = destinationPointWood.GetRootPoint(); //丸太の根本のマス目を取得 for (int i = 0; i < destinationPointWood.GetLength(); i++) //その丸太全てに対し { Vector2 woodPoint = mapManager.GetFindPoint((int)dwRootPoint.y, (int)dwRootPoint.x, destinationPointWood.GetDirection(), i); Vector2 woodDistination = mapManager.GetFindPoint((int)woodPoint.y, (int)woodPoint.x, playerManager.GetPlayerDirection(), 1); destinationPointWood.ChangeMapPoints(i, woodDistination); //丸太に自身の場所データを変更させる mapManager.RemoveWood(woodPoint); //もともと乗っていたマス目を乗っていないことに //Debug.Log("woodPoint:" + woodPoint); //Debug.Log("woodDistination:" + woodDistination); mapManager.OnWood(woodDistination, destinationPointWood.GetDirection()); //移動先のマス目に乗っているように } if (playerManager.GetPlayerDirection() != Direction.DirectionState.Up) //上に行かないなら { destinationPointWood.ChangeLayer(); //丸太のレイヤーを変更 } } } } if (mapManager.IsOnWood(playerManager.GetPlayerMapPoint()) && !mapManager.IsOnWood(playerDestination)) { playerManager.PlayerOffsetRemove(); } if (mapManager.IsOnWood(playerDestination) && !mapManager.IsOnWood(playerManager.GetPlayerMapPoint())) { playerManager.PlayerOffsetAdd(); } playerManager.PlayerMoveStart();//プレイヤー移動開始 if (playerManager.GetPlayerDirection() != Direction.DirectionState.Up) { playerManager.ChangePlayerLayer(); if (destinationPointWood != null) { playerManager.SetPlayerLayer(destinationPointWood.GetMaxPointHeight()); } } } else//移動したいマスにプレイヤーが移動出来ないなら { playerManager.PlayerStop();//プレイヤーを止める } } }
public Ship() { keyItem = new Wood(); }
public GuitarSpec(Builder builder, string model, Type type, int numstring, Wood backwood, Wood topwood) { _numstring = numstring; }
public GuitarSpec(Builder builder, String model, Type type, int numStrings, Wood backWood, Wood topWood) { this.builder = builder; this.model = model; this.type = type; this.numStrings = numStrings; this.backWood = backWood; this.topWood = topWood; }
public void AddGuitar(String serialNumber, double price, Builder builder, String model, Type type, Wood backWood, Wood topWood, int numStrings) { GuitarSpec guitarSpec = new GuitarSpec(type, builder, backWood, topWood, model, numStrings); Guitar guitar = new Guitar(serialNumber, price, guitarSpec); guitars.Add(guitar); }
//deletes Pubstunt and mixmods from where they shouldn't be private void Rootout() { string[] patchfoldercontents = Directory.GetFiles(PatchesFolder); string[] pluginfoldercontents = Directory.GetFiles(PluginsFolder); foreach (string s in patchfoldercontents) { var fi = new FileInfo(s); if (fi.Extension == ".dll" && !fi.Attributes.HasFlag(FileAttributes.ReparsePoint)) { if (AintThisPS(s)) { PubstuntFound = true; Wood.WriteLine("Located PublicityStunt in active Plugins folder, removing."); File.Delete(s); } else { ModRelay.ModType mt = ModRelay.GetModType(s); if (!(mt == ModRelay.ModType.Patch || mt == ModRelay.ModType.Invalid) && !patchBlacklist.Contains(s) && !fi.Attributes.HasFlag(FileAttributes.ReparsePoint)) { Wood.WriteLine("Found a misplaced mod in Patches folder: " + fi.Name + "; Type: " + mt.ToString()); if (File.Exists(ModFolder + PtModData.GiveMeBackMyName(fi.Name))) { File.Delete(s); } else { File.Move(s, ModFolder + PtModData.GiveMeBackMyName(fi.Name)); } } } } } foreach (string s in pluginfoldercontents) { var fi = new FileInfo(s); if (fi.Extension == ".dll" && !pluginBlacklist.Contains(s) && !fi.Attributes.HasFlag(FileAttributes.ReparsePoint)) { if (AintThisPS(s)) { File.Delete(s); Wood.WriteLine("Located PublicityStunt in active Plugins folder, removing."); PubstuntFound = true; } else { ModRelay.ModType mt = ModRelay.GetModType(s); if (mt == ModRelay.ModType.Patch || mt == ModRelay.ModType.Invalid) { Wood.WriteLine("Found a misplaced mod in Plugins folder: " + fi.Name + "; Type: " + mt.ToString()); if (File.Exists(ModFolder + PtModData.GiveMeBackMyName(fi.Name))) { File.Delete(s); Wood.WriteLine("Duplicate exists in Mods folder, deleting."); } else { Wood.WriteLine("Moving to Mods folder."); File.Move(s, ModFolder + PtModData.GiveMeBackMyName(fi.Name)); } } } } } }
//by木材追加 長谷川修一 10/27 /// <summary> /// ギミック設置 /// </summary> /// <param name="mapdata">マップデータの二元配列</param> /// <param name="MapThings">マップ上の物のList</param> public static void CreateGimmicks(int[,] mapdata, List <GameObject> MapThings) { for (int i = 0; i < mapdata.GetLength(0); i++) { for (int j = 0; j < mapdata.GetLength(1); j++) { switch (mapdata[i, j]) { case (int)GimmickType.ICE: { Ice ice = new Ice(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(ice); break; } case (int)GimmickType.IRON: { Iron iron = new Iron(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(iron); break; } case (int)GimmickType.LIGHT: { Light light = new Light(new Vector2(j * 64, i * 64)); MapThings.Add(light); break; } case (int)GimmickType.STRAW: { Straw straw = new Straw(new Vector2(j * 64, i * 64)); MapThings.Add(straw); break; } case (int)GimmickType.COAL: { Coal coal = new Coal(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(coal); break; } case (int)GimmickType.GOAL: { Goal goal = new Goal(new Vector2(j * 64, i * 64)); MapThings.Add(goal); break; } case (int)GimmickType.WATER: { Water water = new Water(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(water); break; } case (int)GimmickType.WOOD: { Wood wood = new Wood(new Vector2(j * 64, i * 64)); MapThings.Add(wood); break; } case (int)GimmickType.TREE: { Tree tree = new Tree(new Vector2(j * 64, i * 64)); MapThings.Add(tree); break; } case (int)GimmickType.SAND: { Sand sand = new Sand(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(sand); break; } case (int)GimmickType.BALLOON: { Balloon balloon = new Balloon(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(balloon); break; } } } } }
private void HandleGatherInteraction(string[] commandWords, Person actor) { string gatherItemName = commandWords[2]; Item newItem = null; if (actor.Location.LocationType == LocationType.Forest) { bool hasWeapon = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Weapon) { hasWeapon = true; break; } } if (hasWeapon) { newItem = new Wood(gatherItemName); this.AddToPerson(actor, newItem); newItem.UpdateWithInteraction("gather"); } } else if (actor.Location.LocationType == LocationType.Mine) { bool hasArmor = false; foreach (var item in actor.ListInventory()) { if (item.ItemType == ItemType.Armor) { hasArmor = true; break; } } if (hasArmor) { newItem = new Iron(gatherItemName); this.AddToPerson(actor, newItem); newItem.UpdateWithInteraction("gather"); } } }
public BoatFactory MakeSmallBoat(Wood wood, Axe axe) { return(Initialize()); }
private void Start() { Wood = FindObjectOfType <Wood>(); TurnManager.newDayCallback += NewDay; GetComponent <Animator>().SetBool("Fire", true); }
public GuitarSpec(Builder builder, string model, Type type, int numstring, Wood backwood, Wood topwood) { _builder = builder; _model = model; _type = type; _numstring = numstring; _backwood = backwood; _topwood = topwood; }
protected override void ReadDataXML(XElement ele, ElderScrollsPlugin master) { XElement subEle; if (ele.TryPathTo("Stone", false, out subEle)) { Stone.ReadXML(subEle, master); } if (ele.TryPathTo("Dirt", false, out subEle)) { Dirt.ReadXML(subEle, master); } if (ele.TryPathTo("Grass", false, out subEle)) { Grass.ReadXML(subEle, master); } if (ele.TryPathTo("Glass", false, out subEle)) { Glass.ReadXML(subEle, master); } if (ele.TryPathTo("Metal", false, out subEle)) { Metal.ReadXML(subEle, master); } if (ele.TryPathTo("Wood", false, out subEle)) { Wood.ReadXML(subEle, master); } if (ele.TryPathTo("Organic", false, out subEle)) { Organic.ReadXML(subEle, master); } if (ele.TryPathTo("Cloth", false, out subEle)) { Cloth.ReadXML(subEle, master); } if (ele.TryPathTo("Water", false, out subEle)) { Water.ReadXML(subEle, master); } if (ele.TryPathTo("HollowMetal", false, out subEle)) { HollowMetal.ReadXML(subEle, master); } if (ele.TryPathTo("OrganicBug", false, out subEle)) { OrganicBug.ReadXML(subEle, master); } if (ele.TryPathTo("OrganicGlow", false, out subEle)) { OrganicGlow.ReadXML(subEle, master); } }
public MandolinSpec(Builder builder, string model, Type type, Style style, Wood backwood, Wood topwood) : base(builder, model, type, backwood, topwood) { _style = style; }
/// <summary> /// ギミック設置 /// by柏 SE実装 2016.12.14 /// </summary> /// <param name="mapdata">マップデータの二元配列</param> /// <param name="MapThings">マップ上の物のList</param> public static void CreateGimmicks(int[,] mapdata, List <GameObject> MapThings, Sound sound) { for (int i = 0; i < mapdata.GetLength(0); i++) { for (int j = 0; j < mapdata.GetLength(1); j++) { switch (mapdata[i, j]) { case (int)GimmickType.ICE: { Ice ice = new Ice(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(ice); break; } case (int)GimmickType.IRON: { Iron iron = new Iron(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(iron); break; } case (int)GimmickType.LIGHT: { Light light = new Light(new Vector2(j * 64, i * 64)); MapThings.Add(light); break; } case (int)GimmickType.STRAW: { Straw straw = new Straw(new Vector2(j * 64, i * 64)); MapThings.Add(straw); break; } case (int)GimmickType.COAL: { Coal coal = new Coal(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(coal); break; } case (int)GimmickType.GOAL: { Goal goal = new Goal(new Vector2(j * 64, i * 64), sound); MapThings.Add(goal); break; } case (int)GimmickType.WATER: { Water water = new Water(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(water); break; } case (int)GimmickType.WOOD: { Wood wood = new Wood(new Vector2(j * 64, i * 64)); MapThings.Add(wood); break; } case (int)GimmickType.TREE: { Tree tree = new Tree(new Vector2(j * 64, i * 64)); MapThings.Add(tree); break; } case (int)GimmickType.SAND: { Sand sand = new Sand(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(sand); break; } case (int)GimmickType.BALLOON: { Balloon balloon = new Balloon(new Vector2(j * 64, i * 64), Vector2.Zero); MapThings.Add(balloon); break; } //葉梨竜太 case (int)GimmickType.HIGHLIGHT3: { MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2(j * 64, (i + 3) * 64), Parameter.MoveLightSpeed); MapThings.Add(moveLight); break; } case (int)GimmickType.SIDELIGHT3: { MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2((j + 3) * 64, i * 64), Parameter.MoveLightSpeed); MapThings.Add(moveLight); break; } case (int)GimmickType.HIGHLIGHT5: { MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2(j * 64, (i + 5) * 64), Parameter.MoveLightSpeed); MapThings.Add(moveLight); break; } case (int)GimmickType.SIDELIGHT5: { MoveLight moveLight = new MoveLight(new Vector2(j * 64, i * 64), new Vector2((j + 5) * 64, i * 64), Parameter.MoveLightSpeed); MapThings.Add(moveLight); break; } case (int)GimmickType.JSIGN: { Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.JSIGN); MapThings.Add(sign); break; } //葉梨竜太 11/30 case (int)GimmickType.BOMB: { Bomb bomb = new Bomb(new Vector2(j * 64, i * 64), sound, Vector2.Zero); MapThings.Add(bomb); break; } //葉梨竜太 case (int)GimmickType.IGNITER_UR: { Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_UR); MapThings.Add(igniter); break; } case (int)GimmickType.IGNITER_UL: { Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_UL); MapThings.Add(igniter); break; } case (int)GimmickType.IGNITER_DR: { Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_DR); MapThings.Add(igniter); break; } case (int)GimmickType.IGNITER_DL: { Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_DL); MapThings.Add(igniter); break; } case (int)GimmickType.IGNITER_HIGHT: { Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_HIGHT); MapThings.Add(igniter); break; } case (int)GimmickType.IGNITER_SIDE: { Igniter igniter = new Igniter(new Vector2(j * 64, i * 64), (int)GimmickType.IGNITER_SIDE); MapThings.Add(igniter); break; } //葉梨竜太 case (int)GimmickType.MSIGN: { Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.MSIGN); MapThings.Add(sign); break; } case (int)GimmickType.RSIGN: { Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.RSIGN); MapThings.Add(sign); break; } case (int)GimmickType.LSIGN: { Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.LSIGN); MapThings.Add(sign); break; } case (int)GimmickType.CSIGN: { Sign sign = new Sign(new Vector2(j * 64, i * 64), (int)GimmickType.CSIGN); MapThings.Add(sign); break; } // 1/13 葉梨竜太 case (int)GimmickType.ROCK: { Stone stone = new Stone(new Vector2(j * 64, i * 64)); MapThings.Add(stone); break; } } } } }
public virtual void OnWoodCreated(Wood e) { WoodCreated?.Invoke(this, e); App.Config.Woods.Add(e); App.RewriteConfig(); }
private void ExecuteActiveThreat() { Wood.IncreaseWoodBy(2); }