public static int CompareByTypeAndID(this ArtifactData x, ArtifactData y)
 {
     return(x.ArtifactParam.CompareByTypeAndID(y.ArtifactParam));
 }
Пример #2
0
        static void LogDeserializeError(string message, ArtifactData container, string assetPath)
        {
            var what = !string.IsNullOrEmpty(assetPath) ? assetPath.ToHyperLink() : $"memory container of type '{container.GetType().FullName}'";

            Debug.LogError($"Failed to deserialize {what}:\n{message}");
        }
Пример #3
0
 public async Task <IHttpActionResult> Post([FromBody] ArtifactData data)
 {
     return(await Task.FromResult(AddNewArtifact(data)));
 }
Пример #4
0
    public static void DownloadUnit(UnitParam unit, JobData[] jobs = null)
    {
        // ISSUE: object of a compiler-generated type is created
        // ISSUE: variable of a compiler-generated type
        DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1ED unitCAnonStorey1Ed = new DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1ED();
        // ISSUE: reference to a compiler-generated field
        unitCAnonStorey1Ed.unit = unit;
        // ISSUE: reference to a compiler-generated field
        if (unitCAnonStorey1Ed.unit == null)
        {
            return;
        }
        // ISSUE: reference to a compiler-generated field
        CharacterDB.Character character = CharacterDB.FindCharacter(unitCAnonStorey1Ed.unit.model);
        if (character == null)
        {
            return;
        }
        GameManager instance = MonoSingleton <GameManager> .Instance;

        // ISSUE: reference to a compiler-generated field
        if (unitCAnonStorey1Ed.unit.jobsets != null)
        {
            // ISSUE: reference to a compiler-generated field
            for (int index = 0; index < unitCAnonStorey1Ed.unit.jobsets.Length; ++index)
            {
                // ISSUE: reference to a compiler-generated field
                for (JobSetParam jobSetParam = instance.GetJobSetParam((string)unitCAnonStorey1Ed.unit.jobsets[index]); jobSetParam != null; jobSetParam = string.IsNullOrEmpty(jobSetParam.jobchange) ? (JobSetParam)null : instance.GetJobSetParam(jobSetParam.jobchange))
                {
                    JobParam jobParam = instance.GetJobParam(jobSetParam.job);
                    // ISSUE: reference to a compiler-generated field
                    SkillParam skillParam = string.IsNullOrEmpty(jobParam.atkskill[0]) ? instance.MasterParam.GetSkillParam(jobParam.atkskill[(int)unitCAnonStorey1Ed.unit.element]) : instance.MasterParam.GetSkillParam(jobParam.atkskill[0]);
                    if (skillParam != null)
                    {
                        SkillSequence sequence = SkillSequence.FindSequence(skillParam.motion);
                        if (sequence != null && !string.IsNullOrEmpty(sequence.SkillAnimation.Name) && index < character.Jobs.Count)
                        {
                            DownloadUtility.PrepareUnitAnimation(character.Jobs[index], sequence.SkillAnimation.Name, false, (JobParam)null);
                        }
                    }
                    DownloadUtility.DownloadJobEquipment(jobParam);
                    ArtifactParam artifactParam = MonoSingleton <GameManager> .GetInstanceDirect().MasterParam.GetArtifactParam(jobParam.artifact);

                    if (artifactParam != null)
                    {
                        DownloadUtility.DownloadArtifact(artifactParam);
                    }
                    int artifactSlotIndex = JobData.GetArtifactSlotIndex(ArtifactTypes.Arms);
                    if (jobs != null)
                    {
                        foreach (JobData job in jobs)
                        {
                            if (job != null)
                            {
                                // ISSUE: object of a compiler-generated type is created
                                // ISSUE: variable of a compiler-generated type
                                DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EC unitCAnonStorey1Ec = new DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EC();
                                List <ArtifactData> artifacts = MonoSingleton <GameManager> .GetInstanceDirect().Player.Artifacts;

                                // ISSUE: reference to a compiler-generated field
                                unitCAnonStorey1Ec.uniqId = job.Artifacts[artifactSlotIndex];
                                // ISSUE: reference to a compiler-generated method
                                ArtifactData artifactData = artifacts.Find(new Predicate <ArtifactData>(unitCAnonStorey1Ec.\u003C\u003Em__1B4));
                                if (artifactData != null)
                                {
                                    DownloadUtility.DownloadArtifact(artifactData.ArtifactParam);
                                }
                            }
                        }
                    }
                    else
                    {
                        DownloadUtility.DownloadArtifact(instance.MasterParam.GetArtifactParam(jobParam.artifact));
                    }
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitImage(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitImage2(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitIconSmall(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitIconMedium(unitCAnonStorey1Ed.unit, jobSetParam.job));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitEyeImage(unitCAnonStorey1Ed.unit, jobSetParam.job));
                }
            }
            // ISSUE: reference to a compiler-generated field
            JobSetParam[] changeJobSetParam = instance.GetClassChangeJobSetParam(unitCAnonStorey1Ed.unit.iname);
            if (changeJobSetParam != null && changeJobSetParam.Length > 0)
            {
                for (int index = 0; index < changeJobSetParam.Length; ++index)
                {
                    JobSetParam jobSetParam = changeJobSetParam[index];
                    if (jobSetParam != null)
                    {
                        JobParam      jobParam      = instance.GetJobParam(jobSetParam.job);
                        ArtifactParam artifactParam = MonoSingleton <GameManager> .GetInstanceDirect().MasterParam.GetArtifactParam(jobParam.artifact);

                        if (artifactParam != null)
                        {
                            DownloadUtility.DownloadArtifact(artifactParam);
                        }
                        // ISSUE: reference to a compiler-generated field
                        SkillParam skillParam = string.IsNullOrEmpty(jobParam.atkskill[0]) ? instance.MasterParam.GetSkillParam(jobParam.atkskill[(int)unitCAnonStorey1Ed.unit.element]) : instance.MasterParam.GetSkillParam(jobParam.atkskill[0]);
                        if (skillParam != null)
                        {
                            SkillSequence sequence = SkillSequence.FindSequence(skillParam.motion);
                            if (sequence != null && !string.IsNullOrEmpty(sequence.SkillAnimation.Name))
                            {
                                DownloadUtility.PrepareUnitAnimation(character.Jobs[index], sequence.SkillAnimation.Name, false, (JobParam)null);
                            }
                        }
                    }
                }
            }
        }
        for (int index = 0; index < character.Jobs.Count; ++index)
        {
            CharacterDB.Job job = character.Jobs[index];
            DownloadUtility.PrepareUnitModels(job);
            DownloadUtility.PrepareUnitAnimation(job, "unit_info_idle0", true, (JobParam)null);
            DownloadUtility.PrepareUnitAnimation(job, "unit_info_act0", true, (JobParam)null);
        }
        // ISSUE: reference to a compiler-generated field
        AssetManager.PrepareAssets("CHM/Home_" + unitCAnonStorey1Ed.unit.model + "_walk0");
        // ISSUE: reference to a compiler-generated field
        if (unitCAnonStorey1Ed.unit.skins != null)
        {
            List <ArtifactParam> artifacts = MonoSingleton <GameManager> .GetInstanceDirect().MasterParam.Artifacts;

            // ISSUE: object of a compiler-generated type is created
            // ISSUE: variable of a compiler-generated type
            DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EE unitCAnonStorey1Ee = new DownloadUtility.\u003CDownloadUnit\u003Ec__AnonStorey1EE();
            // ISSUE: reference to a compiler-generated field
            unitCAnonStorey1Ee.\u003C\u003Ef__ref\u0024493 = unitCAnonStorey1Ed;
            // ISSUE: reference to a compiler-generated field
            // ISSUE: reference to a compiler-generated field
            // ISSUE: reference to a compiler-generated field
            // ISSUE: reference to a compiler-generated field
            for (unitCAnonStorey1Ee.i = 0; unitCAnonStorey1Ee.i < unitCAnonStorey1Ed.unit.skins.Length; ++unitCAnonStorey1Ee.i)
            {
                // ISSUE: reference to a compiler-generated method
                ArtifactParam skin = artifacts.Find(new Predicate <ArtifactParam>(unitCAnonStorey1Ee.\u003C\u003Em__1B5));
                if (skin != null)
                {
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinImage(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinImage2(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinIconSmall(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinIconMedium(unitCAnonStorey1Ed.unit, skin, (string)null));
                    // ISSUE: reference to a compiler-generated field
                    AssetManager.PrepareAssets(AssetPath.UnitSkinEyeImage(unitCAnonStorey1Ed.unit, skin, (string)null));
                }
            }
        }
        // ISSUE: reference to a compiler-generated field
        DownloadUtility.PrepareUnitVoice(unitCAnonStorey1Ed.unit);
    }
Пример #5
0
        /// <summary>
        /// 加载神器基本信息
        /// </summary>
        public static void LoadArtifactData()
        {
            string fileName = "Config/ZaiZao.xml";

            GeneralCachingXmlMgr.RemoveCachingXml(Global.GameResPath(fileName));

            XElement xml = GeneralCachingXmlMgr.GetXElement(Global.GameResPath(fileName));

            if (null == xml)
            {
                LogManager.WriteLog(LogTypes.Fatal, "加载Config/ZaiZao.xml时出错!!!文件不存在");
                return;
            }

            try
            {
                _artifactList.Clear();

                IEnumerable <XElement> xmlItems = xml.Elements();
                foreach (var xmlItem in xmlItems)
                {
                    if (xmlItem == null)
                    {
                        continue;
                    }

                    ArtifactData config = new ArtifactData();
                    config.ArtifactID   = Convert.ToInt32(Global.GetDefAttributeStr(xmlItem, "ID", "0"));
                    config.ArtifactName = Convert.ToString(Global.GetDefAttributeStr(xmlItem, "Name", ""));
                    config.NewEquitID   = Convert.ToInt32(Global.GetDefAttributeStr(xmlItem, "NewEquitID", "0"));
                    config.NeedEquitID  = Convert.ToInt32(Global.GetDefAttributeStr(xmlItem, "NeedEquitID", "0"));
                    config.NeedGoldBind = Convert.ToInt32(Global.GetDefAttributeStr(xmlItem, "NeedBandJinBi", "0"));
                    config.NeedZaiZao   = Convert.ToInt32(Global.GetDefAttributeStr(xmlItem, "NeedZaiZao", "0"));
                    config.SuccessRate  = (int)(Convert.ToDouble(Global.GetDefAttributeStr(xmlItem, "SuccessRate", "0")) * 100);

                    string needMaterial = Convert.ToString(Global.GetDefAttributeStr(xmlItem, "NeedGoods", ""));
                    if (needMaterial.Length > 0)
                    {
                        config.NeedMaterial = new Dictionary <int, int>();

                        string[] materials = needMaterial.Split('|');
                        foreach (string str in materials)
                        {
                            string[] one = str.Split(',');

                            int key   = int.Parse(one[0]);
                            int value = int.Parse(one[1]);
                            config.NeedMaterial.Add(key, value);
                        }
                    }

                    string failMaterial = Convert.ToString(Global.GetDefAttributeStr(xmlItem, "XiaoHuiGoods", ""));
                    if (failMaterial.Length > 0)
                    {
                        config.FailMaterial = new Dictionary <int, int>();

                        string[] materials = failMaterial.Split('|');
                        foreach (string str in materials)
                        {
                            string[] one = str.Split(',');

                            int key   = int.Parse(one[0]);
                            int value = int.Parse(one[1]);
                            config.FailMaterial.Add(key, value);
                        }
                    }

                    _artifactList.Add(config);
                }
            }
            catch (Exception ex)
            {
                LogManager.WriteLog(LogTypes.Fatal, "加载Config/ZaiZao.xml时文件出错", ex);
            }
        }
Пример #6
0
        /// <summary>
        /// 神器再造
        /// </summary>
        /// <param name="client"></param>
        /// <param name="equipID"></param>
        /// <returns></returns>
        public static ArtifactResultData UpArtifact(GameClient client, int equipID, bool isUseBind)
        {
            ArtifactResultData result = new ArtifactResultData();

            #region 检查
            //神器再造功能开放
            bool isOpen = GlobalNew.IsGongNengOpened(client, GongNengIDs.Artifact);
            if (!isOpen)
            {
                result.State = (int)ArtifactResultType.EnoOpen;
                return(result);
            }

            // 从背包中找装备
            GoodsData equipData = Global.GetGoodsByDbID(client, equipID);
            if (equipData == null)
            {
                result.State = (int)ArtifactResultType.EnoEquip;
                return(result);
            }

            //类型检测Categoriy=0-6、11-21的道具
            int  catetoriy      = Global.GetGoodsCatetoriy(equipData.GoodsID);
            bool isCanCatetoriy = (catetoriy >= 0 && catetoriy <= 6) || (catetoriy >= 11 && catetoriy <= 21);
            if (!isCanCatetoriy)
            {
                result.State = (int)ArtifactResultType.EcantUp;
                return(result);
            }

            //Suit=10
            SystemXmlItem systemGoods = null;
            if (!GameManager.SystemGoods.SystemXmlItemDict.TryGetValue(equipData.GoodsID, out systemGoods))
            {
                result.State = (int)ArtifactResultType.EnoEquip;
                return(result);
            }

            int nSuitID = systemGoods.GetIntValue("SuitID");
            if (nSuitID < ARTIFACT_SUIT)
            {
                result.State = (int)ArtifactResultType.EcantUp;
                return(result);
            }

            //神器基本数据
            ArtifactData artifactDataBasic = GetArtifactDataByNeedId(equipData.GoodsID);
            if (artifactDataBasic == null)
            {
                result.State = (int)ArtifactResultType.EcantUp;
                return(result);
            }

            //再造点
            bool enoughZaiZao = Global.IsRoleHasEnoughMoney(client, artifactDataBasic.NeedZaiZao, (int)MoneyTypes.ZaiZao) > 0;
            if (!enoughZaiZao)
            {
                result.State = (int)ArtifactResultType.EnoZaiZao;
                return(result);
            }

            //绑定金币
            int goldBind = Global.GetTotalBindTongQianAndTongQianVal(client);;
            if (artifactDataBasic.NeedGoldBind > goldBind)
            {
                result.State = (int)ArtifactResultType.EnoGold;
                return(result);
            }

            //材料——成功扣除
            foreach (var d in artifactDataBasic.NeedMaterial)
            {
                int materialId = d.Key;
                int count      = d.Value;

                int totalCount = Global.GetTotalGoodsCountByID(client, materialId);
                if (totalCount < count)
                {
                    result.State = (int)ArtifactResultType.EnoMaterial;
                    return(result);
                }
            }

            //材料——失败扣除
            foreach (var d in artifactDataBasic.FailMaterial)
            {
                int materialId = d.Key;
                int count      = d.Value;

                int totalCount = Global.GetTotalGoodsCountByID(client, materialId);
                if (totalCount < count)
                {
                    result.State = (int)ArtifactResultType.EnoMaterial;
                    return(result);
                }
            }

            //背包已满
            int freeBagIndex = Global.GetIdleSlotOfBagGoods(client);
            if (freeBagIndex < 0)
            {
                result.State = (int)ArtifactResultType.EnoBag;
                return(result);
            }
            #endregion

            #region 扣除

            //扣除绑定金币
            if (!Global.SubBindTongQianAndTongQian(client, artifactDataBasic.NeedGoldBind, "神器再造"))
            {
                result.State = (int)ArtifactResultType.EnoGold;
                return(result);
            }

            //几率
            //bool isSuccess = true;
            bool isSuccess = false;
            int  failCount = Global.GetRoleParamsInt32FromDB(client, RoleParamName.ArtifactFailCount); //失败次数
            int  failMax   = (int)GameManager.systemParamsList.GetParamValueIntByName("ZaiZaoBaoDi");
            if (failCount >= failMax)
            {
                isSuccess = true;
                failCount = 0;
                SetArtifactFailCount(client, failCount);
            }
            else
            {
                int rate = Global.GetRandomNumber(0, 100);
                if (rate < artifactDataBasic.SuccessRate)
                {
                    isSuccess = true;
                    failCount = 0;
                    SetArtifactFailCount(client, failCount);
                }
            }

            bool useBind      = false;
            bool useTimeLimit = false;
            //失败------------------------------------------------------------------------
            if (!isSuccess)
            {
                //扣除材料
                foreach (var d in artifactDataBasic.FailMaterial)
                {
                    int materialId = d.Key;
                    int count      = d.Value;

                    bool isOk = Global.UseGoodsBindOrNot(client, materialId, count, isUseBind, out useBind, out useTimeLimit) >= 1;
                    if (!isOk)
                    {
                        result.State = (int)ArtifactResultType.EnoMaterial;
                        return(result);
                    }
                }

                failCount++;
                Global.SaveRoleParamsInt32ValueToDB(client, RoleParamName.ArtifactFailCount, failCount, true);

                GameManager.logDBCmdMgr.AddDBLogInfo(artifactDataBasic.NewEquitID, artifactDataBasic.ArtifactName, "神器再造失败", client.ClientData.RoleName, client.ClientData.RoleName, "再造", 1, client.ClientData.ZoneID, client.strUserID, -1, client.ServerId, equipData);

                EventLogManager.AddRoleEvent(client, OpTypes.Trace, OpTags.ShenQiZaiZao, LogRecordType.ShenQiZaiZao, artifactDataBasic.NewEquitID, 0, failCount);

                result.State = (int)ArtifactResultType.Fail;
                return(result);
            }

            //成功------------------------------------------------------------------------
            //扣除材料
            foreach (var d in artifactDataBasic.NeedMaterial)
            {
                int materialId = d.Key;
                int count      = d.Value;

                bool oneUseBind      = false;
                bool oneUseTimeLimit = false;
                bool isOk            = Global.UseGoodsBindOrNot(client, materialId, count, isUseBind, out oneUseBind, out oneUseTimeLimit) >= 1;
                if (!isOk)
                {
                    result.State = (int)ArtifactResultType.EnoMaterial;
                    return(result);
                }

                useBind      = useBind || oneUseBind;
                useTimeLimit = useTimeLimit || oneUseTimeLimit;
            }

            //扣除再造点
            GameManager.ClientMgr.ModifyZaiZaoValue(client, -artifactDataBasic.NeedZaiZao, "神器再造", true, true);

            EventLogManager.AddRoleEvent(client, OpTypes.Trace, OpTags.ShenQiZaiZao, LogRecordType.ShenQiZaiZao, artifactDataBasic.NewEquitID, 1, 0);

            #endregion

            #region 再造

            int        _Forge_level    = equipData.Forge_level;    //强化等级
            int        _AppendPropLev  = equipData.AppendPropLev;  //追加等级
            int        _Lucky          = equipData.Lucky;          //幸运属性
            int        _ExcellenceInfo = equipData.ExcellenceInfo; //卓越属性
            List <int> _WashProps      = equipData.WashProps;      //培养属性
            int        _Binding        = equipData.Binding;        //绑定状态
            if (useBind)
            {
                _Binding = 1;
            }

            //扣除原有的装备
            if (!GameManager.ClientMgr.NotifyUseGoods(Global._TCPManager.MySocketListener, Global._TCPManager.tcpClientPool,
                                                      Global._TCPManager.TcpOutPacketPool, client, equipID, false))
            {
                result.State = (int)ArtifactResultType.EdelEquip;
                return(result);
            }

            //给予新的装备
            int nItemDBID = Global.AddGoodsDBCommand(Global._TCPManager.TcpOutPacketPool, client,
                                                     artifactDataBasic.NewEquitID, 1,
                                                     equipData.Quality, //
                                                     "",
                                                     _Forge_level,
                                                     _Binding,
                                                     0,
                                                     equipData.Jewellist, //""
                                                     false,
                                                     1,
                                                     /**/ "神器再造",
                                                     Global.ConstGoodsEndTime,
                                                     equipData.AddPropIndex, //0, //
                                                     equipData.BornIndex,    //
                                                     _Lucky,
                                                     0,
                                                     _ExcellenceInfo,
                                                     _AppendPropLev,
                                                     equipData.ChangeLifeLevForEquip,//0, //
                                                     _WashProps);

            if (nItemDBID < 0)
            {
                result.State = (int)ArtifactResultType.EaddEquip;
                return(result);
            }

            #endregion

            // 玩家【用户名字】勇往直前,勇不可挡,通过了万魔塔第XX层!
            string broadcastMsg = StringUtil.substitute(Global.GetLang("玩家【{0}】成功进行了神器再造,获得了{2}阶装备【{1}】!"),
                                                        Global.FormatRoleName(client, client.ClientData.RoleName), artifactDataBasic.ArtifactName, nSuitID + 1);
            //播放用户行为消息
            Global.BroadcastRoleActionMsg(client, RoleActionsMsgTypes.HintMsg, broadcastMsg, true, GameInfoTypeIndexes.Hot, ShowGameInfoTypes.OnlySysHint);

            result.State     = (int)ArtifactResultType.Success;
            result.EquipDbID = nItemDBID;
            result.Bind      = _Binding;
            return(result);
        }
Пример #7
0
        /// <summary>
        /// Creates the data for the specified row.
        /// </summary>
        /// <param name="Row">The row.</param>
        internal Data Create(Row Row)
        {
            Data Data;

            switch (this.Index)
            {
            case 0:
            {
                Data = new BuildingData(Row, this);
                break;
            }

            case 1:
            {
                Data = new LocaleData(Row, this);
                break;
            }

            case 2:
            {
                Data = new ResourceData(Row, this);
                break;
            }

            case 3:
            {
                Data = new CharacterData(Row, this);
                break;
            }

            case 6:
            {
                Data = new BuildingClassData(Row, this);
                break;
            }

            case 7:
            {
                Data = new ObstacleData(Row, this);
                break;
            }

            case 8:
            {
                Data = new EffectData(Row, this);
                break;
            }

            case 9:
            {
                Data = new ParticleEmitterData(Row, this);
                break;
            }

            case 10:
            {
                Data = new ExperienceLevelData(Row, this);
                break;
            }

            case 11:
            {
                Data = new TrapData(Row, this);
                break;
            }

            case 12:
            {
                Data = new AllianceBadgeData(Row, this);
                break;
            }

            case 13:
            {
                Data = new GlobalData(Row, this);
                break;
            }

            case 14:
            {
                Data = new TownhallLevelData(Row, this);
                break;
            }

            case 15:
            {
                Data = new PrototypeData(Row, this);
                break;
            }

            case 16:
            {
                Data = new NpcData(Row, this);
                break;
            }

            case 17:
            {
                Data = new DecoData(Row, this);
                break;
            }

            case 18:
            {
                Data = new ResourcePackData(Row, this);
                break;
            }

            case 20:
            {
                Data = new MissionData(Row, this);
                break;
            }

            case 21:
            {
                Data = new BillingPackageData(Row, this);
                break;
            }

            case 22:
            {
                Data = new AchievementData(Row, this);
                break;
            }

            case 25:
            {
                Data = new SpellData(Row, this);
                break;
            }

            case 26:
            {
                Data = new HintData(Row, this);
                break;
            }

            case 27:
            {
                Data = new LandingShipData(Row, this);
                break;
            }

            case 28:
            {
                Data = new ArtifactData(Row, this);
                break;
            }

            case 29:
            {
                Data = new ArtifactBonusData(Row, this);
                break;
            }

            case 30:
            {
                Data = new DeepseaParameterData(Row, this);
                break;
            }

            case 31:
            {
                Data = new ExplorationCostData(Row, this);
                break;
            }

            case 34:
            {
                Data = new ResourceShipData(Row, this);
                break;
            }

            case 35:
            {
                Data = new LootBoxData(Row, this);
                break;
            }

            case 36:
            {
                Data = new LiberatedIncomeData(Row, this);
                break;
            }

            case 37:
            {
                Data = new RegionData(Row, this);
                break;
            }

            case 38:
            {
                Data = new DefenseRewardData(Row, this);
                break;
            }

            case 39:
            {
                Data = new LocatorData(Row, this);
                break;
            }

            case 40:
            {
                Data = new EventData(Row, this);
                break;
            }

            case 41:
            {
                Data = new FootstepData(Row, this);
                break;
            }

            case 42:
            {
                Data = new PersistentEventRewardData(Row, this);
                break;
            }

            case 43:
            {
                Data = new CommunityLinkData(Row, this);
                break;
            }

            case 44:
            {
                Data = new ShieldData(Row, this);
                break;
            }

            case 45:
            {
                Data = new AbTestData(Row, this);
                break;
            }

            case 46:
            {
                Data = new LetterData(Row, this);
                break;
            }

            case 47:
            {
                Data = new RankData(Row, this);
                break;
            }

            case 48:
            {
                Data = new CountryData(Row, this);
                break;
            }

            case 51:
            {
                Data = new BoomboxData(Row, this);
                break;
            }

            case 52:
            {
                Data = new HeroData(Row, this);
                break;
            }

            case 53:
            {
                Data = new HeroAbilityData(Row, this);
                break;
            }

            case 54:
            {
                Data = new OfferData(Row, this);
                break;
            }

            case 55:
            {
                Data = new DeepLinkData(Row, this);
                break;
            }

            case 56:
            {
                Data = new SectorData(Row, this);
                break;
            }

            case 57:
            {
                Data = new SectorBonusData(Row, this);
                break;
            }

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

            return(Data);
        }