public Data CreateItem(CSVRow row) { var d = new Data(row, this); switch (m_vIndex) { case 0: d = new BuildingData(row, this); break; case 2: d = new ResourceData(row, this); break; case 3: d = new CharacterData(row, this); break; case 7: d = new ObstacleData(row, this); break; case 10: d = new ExperienceLevelData(row, this); break; case 11: d = new TrapData(row, this); break; case 12: d = new LeagueData(row, this); break; case 13: d = new GlobalData(row, this); break; case 14: d = new TownhallLevelData(row, this); break; case 16: d = new NpcData(row, this); break; case 17: d = new DecoData(row, this); break; case 19: d = new ShieldData(row, this); break; case 22: d = new AchievementData(row, this); break; case 23: d = new Data(row, this); break; case 24: d = new Data(row, this); break; case 25: d = new SpellData(row, this); break; case 27: d = new HeroData(row, this); break; /*case 28: * d = new WarData(dic); * break;*/ default: break; } return(d); }
public void SetHeroState(HeroData hd, int state) { int index = GetDataIndex(m_vHeroState, hd); if (index == -1) { DataSlot ds = new DataSlot(hd, state); m_vHeroState.Add(ds); } else { m_vHeroState[index].Value = state; } }
public void SetHeroHealth(HeroData hd, int health) { int index = GetDataIndex(m_vHeroHealth, hd); if (index == -1) { DataSlot ds = new DataSlot(hd, health); m_vHeroHealth.Add(ds); } else { m_vHeroHealth[index].Value = health; } }
public Data CreateItem(CSVRow row) { Data d = new Data(row, this); switch (m_vIndex) { case 0: d = new BuildingData(row, this); break; case 2: d = new ResourceData(row, this); break; case 3: d = new CharacterData(row, this); break; case 7: d = new ObstacleData(row, this); break; case 10: d = new ExperienceLevelData(row, this); break; case 11: d = new TrapData(row, this); break; case 12: d = new LeagueData(row, this); break; case 13: d = new GlobalData(row, this); break; case 14: d = new TownhallLevelData(row, this); break; case 16: d = new NpcData(row, this); break; case 17: d = new DecoData(row, this); break; case 19: d = new ShieldData(row, this); break; case 22: d = new AchievementData(row, this); break; case 23: d = new Data(row, this); break; case 24: d = new Data(row, this); break; case 25: d = new SpellData(row, this); break; case 27: d = new HeroData(row, this); break; /*case 28: d = new WarData(dic); break;*/ default: break; } return d; }
private int m_vUpgradeLevelInProgress;//a1 + 20 //a1 + 24 //a1 + 28 public HeroBaseComponent(GameObject go, HeroData hd) : base(go) { m_vHeroData = hd; }
public Data CreateItem(CSVRow row) { var d = new Data(row, this); switch (m_vIndex) { case 0: d = new BuildingData(row, this); break; case 2: d = new ResourceData(row, this); break; case 3: d = new CharacterData(row, this); break; case 7: d = new ObstacleData(row, this); break; case 10: d = new ExperienceLevelData(row, this); break; case 11: d = new TrapData(row, this); break; case 12: d = new LeagueData(row, this); break; case 13: d = new GlobalData(row, this); break; case 14: d = new TownhallLevelData(row, this); break; case 16: d = new NpcData(row, this); break; case 17: d = new DecoData(row, this); break; case 19: d = new ShieldData(row, this); break; case 22: d = new AchievementData(row, this); break; case 23: d = new Data(row, this); break; case 24: d = new Data(row, this); break; case 25: d = new SpellData(row, this); break; case 27: d = new HeroData(row, this); break; case 28: d = new WarData(row, this); break; case 30: d = new AllianceBadgeLayersData(row, this); break; case 31: d = new AllianceBadgesData(row, this); break; case 32: d = new AllianceLevelsData(row, this); break; case 33: d = new AlliancePortalData(row, this); break; case 34: d = new BuildingClassesData(row, this); break; case 35: d = new EffectsData(row, this); break; case 36: d = new LocalesData(row, this); break; case 37: d = new MissionsData(row, this); break; case 38: d = new ProjectilesData(row, this); break; case 39: d = new RegionsData(row, this); break; case 40: d = new VariablesData(row, this); break; default: break; } return(d); }