public override void TowerType(string buildType) { Rectangle empty = new Rectangle(0, 0, 0, 0); switch (buildType) { case "Rocket": mTowerToBeBuilt = new RocketTower(empty); break; case "MG": mTowerToBeBuilt = new MGTower(empty); break; case "Pulse": mTowerToBeBuilt = new PulseTower(empty); break; case "Flame": mTowerToBeBuilt = new FlameTower(empty); break; case "Artillery": mTowerToBeBuilt = new ArtilleryTower(empty); break; case "Concussion": mTowerToBeBuilt = new SlowingTower(empty); break; case "Command": mTowerToBeBuilt = new CommandCenter(empty); break; case "Rifle": mTowerToBeBuilt = new RifleTower(empty); break; case "Gamma": mTowerToBeBuilt = new GammaRayTower(empty); break; default: mTowerToBeBuilt = null; mCanBuild = false; break; } }
public override void TowerType( string buildType ) { Rectangle empty = new Rectangle( 0, 0, 0, 0 ); switch( buildType ) { case "Rocket": mTowerToBeBuilt = new RocketTower( empty ); break; case "MG": mTowerToBeBuilt = new MGTower( empty ); break; case "Pulse": mTowerToBeBuilt = new PulseTower( empty ); break; case "Flame": mTowerToBeBuilt = new FlameTower( empty ); break; case "Artillery": mTowerToBeBuilt = new ArtilleryTower( empty ); break; case "Concussion": mTowerToBeBuilt = new SlowingTower( empty ); break; case "Command": mTowerToBeBuilt = new CommandCenter( empty ); break; case "Rifle": mTowerToBeBuilt = new RifleTower( empty ); break; case "Gamma": mTowerToBeBuilt = new GammaRayTower( empty ); break; default: mTowerToBeBuilt = null; mCanBuild = false; break; } }