Пример #1
0
    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);
    }
Пример #2
0
    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());
    }