public static UnitProxy ComputeClassBaseUnit(Unit.FactionType fType, Unit.UnitType uType, Glossary glossy) { ClassNode rNode = new HumanBaseSoldier(); switch (fType) { case Unit.FactionType.Human: switch (uType) { case Unit.UnitType.Mage: return(glossy.humanMage); case Unit.UnitType.Scout: return(glossy.humanScout); case Unit.UnitType.Soldier: return(glossy.humanSoldier); } break; case Unit.FactionType.Egypt: switch (uType) { case Unit.UnitType.Mage: return(glossy.egyptMage); case Unit.UnitType.Scout: return(glossy.egyptScout); case Unit.UnitType.Soldier: return(glossy.egyptSoldier); } break; case Unit.FactionType.Cthulhu: switch (uType) { case Unit.UnitType.Mage: return(glossy.cthulhuMage); case Unit.UnitType.Scout: return(glossy.cthulhuScout); case Unit.UnitType.Soldier: return(glossy.cthulhuSoldier); } break; case Unit.FactionType.None: switch (uType) { case Unit.UnitType.Mage: return(glossy.finalRed); case Unit.UnitType.Scout: return(glossy.finalBlue); case Unit.UnitType.Soldier: return(glossy.finalBlack); } break; } return(glossy.finalBlack); }
public static ClassNode ComputeClassObject(Unit.FactionType fType, Unit.UnitType uType) { ClassNode rNode = new HumanBaseSoldier(); switch (fType) { case Unit.FactionType.Human: switch (uType) { case Unit.UnitType.Mage: return(new HumanBaseMage()); case Unit.UnitType.Scout: return(new HumanBaseScout()); case Unit.UnitType.Soldier: return(new HumanBaseSoldier()); } break; case Unit.FactionType.Egypt: switch (uType) { case Unit.UnitType.Mage: return(new EgyptBaseMage()); case Unit.UnitType.Scout: return(new EgyptBaseScout()); case Unit.UnitType.Soldier: return(new EgyptBaseSoldier()); } break; case Unit.FactionType.Cthulhu: switch (uType) { case Unit.UnitType.Mage: return(new CthulhuBaseMage()); case Unit.UnitType.Scout: return(new CthulhuBaseScout()); case Unit.UnitType.Soldier: return(new CthulhuBaseSoldier()); } break; case Unit.FactionType.None: switch (uType) { case Unit.UnitType.Mage: return(new FinalBaseOmen()); case Unit.UnitType.Scout: return(new FinalBaseDisorder()); case Unit.UnitType.Soldier: return(new FinalBaseTwilight()); } break; } return(new FinalBaseOmen()); }