示例#1
0
        public ISpreadProcessor  CreateSpreadProcessor(SpreadLogicConfig config)
        {
            if (config is FixedSpreadLogicConfig)
            {
                return(new FixedSpreadProcessor());
            }
            else if (config is PistolSpreadLogicConfig)
            {
                return(new PistolSpreadProcessor());
            }
            else if (config is SniperSpreadLogicConfig)
            {
                return(new SniperSpreadProcessor());
            }
            else if (config is RifleSpreadLogicConfig)
            {
                return(new RifleSpreadProcessor());
            }

            return(null);
        }
        public ISpreadLogic CreateSpreadLogic(SpreadLogicConfig config, CommonFireConfig common)
        {
            if (config is FixedSpreadLogicConfig)
            {
                return(new FixedSpreadLogic(config as FixedSpreadLogicConfig));
            }
            else if (config is PistolSpreadLogicConfig)
            {
                return(new PistolSpreadLogic(config as PistolSpreadLogicConfig));
            }
            else if (config is SniperSpreadLogicConfig)
            {
                return(new SniperSpreadLogic(config as SniperSpreadLogicConfig));
            }
            else if (config is RifleSpreadLogicConfig)
            {
                return(new RifleSpreadLogic(config as RifleSpreadLogicConfig));
            }

            return(null);
        }
示例#3
0
        public ISpreadLogic CreateSpreadLogic(SpreadLogicConfig config)
        {
            if (config is FixedSpreadLogicConfig)
            {
                return(new FixedSpreadLogic());
            }
            else if (config is PistolSpreadLogicConfig)
            {
                return(new PistolSpreadLogic());
            }
            else if (config is SniperSpreadLogicConfig)
            {
                return(new SniperSpreadLogic(_contexts));
            }
            else if (config is RifleSpreadLogicConfig)
            {
                return(new RifleSpreadLogic());
            }

            return(null);
        }