public static IKingdomFactory Create(KingdomType kingdomType) { return(kingdomType switch { KingdomType.ELF => new ElfKingdomFactory(), KingdomType.ORC => new OrcKingdomFactory(), _ => throw new Exception() });
//TO CONTINUE public CharacterObjectType(ObjectTypeEnum objectType, uint objectId, uint id, uint linkId, float x, float y, float z, float angle, float angleX, short scale, string name, int count_data, ushort[] rIndexes_data, int[] values_data, byte count_buff, byte[] buffsns, int[] buffIds, int[] ticks, uint characterId, byte sex, int job, int authority, int serverId, string vipbar_name, short constellation, short city, byte hair_mesh, uint hair_color, byte head_mesh, uint option, uint teamId, string vendor_sentence, int slaughter, int kill_num, int fame, byte pk_mode, byte pk_name, int gray_time, int prot_cool_down_start, int issf_, int items_count, ItemType[] items, byte ext_param_count, byte[] index, int[] value, int title_count, int[] titles, int title_flag, byte title_count2, int[] titles2, int[] host_ids, KingdomType kingdom, MasterType master, MarriageType marriage, int show_count, int[] indexes_show, int vessel_refine_lv, int vessel_equip_index, bool vessel_is_equip, bool flag_data, FlagsDataType flagsData) : base(objectType, objectId, id, linkId, x, y, z, angle, angleX, scale, name, count_data, rIndexes_data, values_data, count_buff, buffsns, buffIds, ticks) { this.characterId = characterId; this.sex = sex; this.job = job; this.authority = authority; this.serverId = serverId; this.vipbar_name = vipbar_name; this.constellation = constellation; this.city = city; this.hair_mesh = hair_mesh; this.hair_color = hair_color; this.head_mesh = head_mesh; this.option = option; this.teamId = teamId; this.vendor_sentence = vendor_sentence; this.slaughter = slaughter; this.kill_num = kill_num; this.fame = fame; this.pk_mode = pk_mode; this.pk_name = pk_name; this.gray_time = gray_time; this.prot_cool_down_start = prot_cool_down_start; this.issf_ = issf_; this.items_count = items_count; this.items = items; this.ext_param_count = ext_param_count; this.index = index; this.value = value; this.title_count = title_count; this.titles = titles; this.title_flag = title_flag; this.title_count = title_count; this.titles2 = titles2; this.kingdom = kingdom; this.master = master; this.marriage = marriage; this.show_count = show_count; this.indexes_show = indexes_show; this.vessel_refine_lv = vessel_refine_lv; this.vessel_equip_index = vessel_equip_index; this.vessel_is_equip = vessel_is_equip; this.flag_data = flag_data; this.flagsData = flagsData; }
public static IKingdomFactory makeFactory(KingdomType type) { switch (type) { case KingdomType.ELF: return(new ElfKingdomFactory()); case KingdomType.ORC: return(new OrcKingdomFactory()); default: throw new ArgumentException("Kingdom not supported!"); } }
public static IKingdomFactory CreateKingdomFactory(KingdomType kingdomType) { switch (kingdomType) { case KingdomType.Elf: return(new ElfKingdomFactory()); case KingdomType.Orcish: return(new OrcishKingdomFactory()); case KingdomType.Human: return(new HumanKingdomFactory()); default: return(null); } }