public static string getBaseTable(ObjType type) { switch (type) { case ObjType.Hero: case ObjType.Wish: return type.ToString() + "es"; default: return type.ToString() + "s"; } }
public RegisteredObject GetRegistrationInfo() { return(new RegisteredObject { Id = ObjectId, AvailableAmount = AvailableAmount, Info = String.Format("{0} ({1})", NameOrTitle ?? ObjType.ToString(), YearCreated) }); }
private GameObject LoadPrefab(ObjType varType) { GameObject tmpPrefab; if (!allPrefab.TryGetValue(varType, out tmpPrefab)) { tmpPrefab = Resources.Load <GameObject>("Prefabs/" + varType.ToString()); } return(tmpPrefab); }
public void Build() { objType = Type.GetType(typeName); if (objType == null) { throw new DataException(ErrorCodes.UnkownObject); } foreach (PropertyInfo pi in objType.GetProperties()) { if (propertyDict.ContainsKey(pi.Name)) { propertyDict[pi.Name].Info = pi; } } foreach (Property p in propertyDict.Values) { if (p.Info == null) { string s = string.Format("{0}.{1}", ObjType.ToString(), p.Name); throw new DataException(s, ErrorCodes.UnkownProperty); } } }
// Generics, <T>, doesn't seem to work with classes? static Obj allocateObject(int size, ObjType type) { Obj object_ = null; switch (type) { case ObjType.OBJ_STRING: object_ = new ObjString(); break; case ObjType.OBJ_FUNCTION: object_ = new ObjFunction(); break; case ObjType.OBJ_INSTANCE: object_ = new ObjInstance(); break; case ObjType.OBJ_NATIVE: object_ = new ObjNative(); break; case ObjType.OBJ_CLOSURE: object_ = new ObjClosure(); break; case ObjType.OBJ_UPVALUE: object_ = new ObjUpvalue(); break; case ObjType.OBJ_CLASS: object_ = new ObjClass(); break; case ObjType.OBJ_BOUND_METHOD: object_ = new ObjBoundMethod(); break; default: object_ = null; // clox: (Obj*)reallocate(NULL, 0, size); break; } object_.type = type; object_.isMarked = false; object_.next = VM.vm.objects; VM.vm.objects = object_; #if DEBUG_LOG_GC System.Console.WriteLine("{0} allocate {1} for {2}", object_._mem_id.ToString(), size.ToString(), type.ToString()); #endif return(object_); }