public SuccessKillPanel(SuccesKill achievement, int nbRefArea) : base() { Achiev = achievement; NbRefArea = nbRefArea; Name = $"pnl_{Achiev.CreatureAKill.ToString()}"; Width = 500; Height = 30; // On gère le label titre LabelTitle = new Label { Name = $"lblTitre_{Achiev.CreatureAKill.ToString()}", Text = $"{Achiev.Titre}", Width = C_SIZE_LABEL_TITLE, Location = new Point(0, 4), RightToLeft = RightToLeft.Yes }; Controls.Add(LabelTitle); // On gère la NumericUpDown NumericUPKills = new NumericUpDown { Name = $"tb_{Achiev.CreatureAKill.ToString()}", Location = new Point(C_SIZE_LABEL_TITLE + 5, 0), RightToLeft = RightToLeft.Yes, Value = 0, Minimum = 0, Maximum = Achiev.Nombre, DecimalPlaces = 0, ThousandsSeparator = true }; NumericUPKills.Controls.RemoveAt(0); Controls.Add(NumericUPKills); // On gère le label des kills à faire LabelMaxKills = new Label { Name = $"lblMax_{Achiev.CreatureAKill.ToString()}", Text = $"/ {Achiev.Nombre.ToString()}", Location = new Point(C_SIZE_LABEL_TITLE + NumericUPKills.Width + 10, 4) }; LabelMaxKills.Click += new EventHandler(nud_ControlClick); Controls.Add(LabelMaxKills); }
public static Monde InitialiserMondeIlesMorcelees() { var importFactory = new import(); var mesElements = importFactory.construireListElement(); Zone Ile1 = null; Zone Ile2 = null; Zone Ile3 = null; Zone Ile4 = null; Zone Ile5 = null; Zone Ile6 = null; Zone Ile7 = null; Zone Ile8 = null; Zone Ile9 = null; // Succès Zone 1 SuccesKill i1a = new SuccesKill(E_NomEnnemiSucces.ArcaneBirds, 1500); SuccesKill i1b = new SuccesKill(E_NomEnnemiSucces.ArcaneEagles, 1500); SuccesKill i1c = new SuccesKill(E_NomEnnemiSucces.EvolvedArcaneEagles, 1500); SuccesKill i1d = new SuccesKill(E_NomEnnemiSucces.EvolvedHarpies, 1000); SuccesKill i1e = new SuccesKill(E_NomEnnemiSucces.Harpies, 1000); // Succès Zone 2 SuccesKill i2a = new SuccesKill(E_NomEnnemiSucces.Minotaurs, 1500); SuccesKill i2b = new SuccesKill(E_NomEnnemiSucces.Snakeflies, 1500); SuccesKill i2c = new SuccesKill(E_NomEnnemiSucces.Serpentflies, 1500); SuccesKill i2d = new SuccesKill(E_NomEnnemiSucces.EvolvedMinotaurs, 1500); SuccesKill i2e = new SuccesKill(E_NomEnnemiSucces.EvolvedSerpentflies, 1500); // Succès Zone 3 SuccesKill i3a = new SuccesKill(E_NomEnnemiSucces.Griffins, 1500); SuccesKill i3b = new SuccesKill(E_NomEnnemiSucces.Felicores, 1500); SuccesKill i3c = new SuccesKill(E_NomEnnemiSucces.Manticores, 1500); SuccesKill i3d = new SuccesKill(E_NomEnnemiSucces.YoungGriffins, 1500); SuccesKill i3e = new SuccesKill(E_NomEnnemiSucces.EvolvedManticores, 1500); SuccesKill i3f = new SuccesKill(E_NomEnnemiSucces.EvolvedGriffins, 1500); // Succès Zone 4 SuccesKill i4a = new SuccesKill(E_NomEnnemiSucces.SpiritCubs, 1500); SuccesKill i4b = new SuccesKill(E_NomEnnemiSucces.SpiritFoxs, 1500); SuccesKill i4c = new SuccesKill(E_NomEnnemiSucces.Centaurs, 1500); SuccesKill i4d = new SuccesKill(E_NomEnnemiSucces.EvolvedSpiritFoxes, 1500); SuccesKill i4e = new SuccesKill(E_NomEnnemiSucces.EvolvedCentaurs, 1500); // Succès Zone 5 SuccesKill i5a = new SuccesKill(E_NomEnnemiSucces.MasaruMonks, 1500); SuccesKill i5b = new SuccesKill(E_NomEnnemiSucces.EvolvedMasaruMonks, 1500); SuccesKill i5c = new SuccesKill(E_NomEnnemiSucces.Ninjas, 1500); SuccesKill i5d = new SuccesKill(E_NomEnnemiSucces.EvolvedNinjas, 1500); SuccesKill i5e = new SuccesKill(E_NomEnnemiSucces.Samurais, 1500); SuccesKill i5f = new SuccesKill(E_NomEnnemiSucces.EvolvedSamurais, 1500); // Succès Zone 6 SuccesKill i6a = new SuccesKill(E_NomEnnemiSucces.Unicorns, 1500); SuccesKill i6b = new SuccesKill(E_NomEnnemiSucces.EvolvedUnicorns, 1500); SuccesKill i6c = new SuccesKill(E_NomEnnemiSucces.Sprites, 1500); SuccesKill i6d = new SuccesKill(E_NomEnnemiSucces.EvolvedSprites, 1500); SuccesKill i6e = new SuccesKill(E_NomEnnemiSucces.Pixies, 1500); SuccesKill i6f = new SuccesKill(E_NomEnnemiSucces.UnicornFoals, 1500); // Succès Zone 7 SuccesKill i7a = new SuccesKill(E_NomEnnemiSucces.SphinxKittens, 1500); SuccesKill i7b = new SuccesKill(E_NomEnnemiSucces.Sphinxs, 1500); SuccesKill i7c = new SuccesKill(E_NomEnnemiSucces.EvolvedSphinxs, 1500); SuccesKill i7d = new SuccesKill(E_NomEnnemiSucces.Djinns, 1500); SuccesKill i7e = new SuccesKill(E_NomEnnemiSucces.EvolvedDjinns, 1500); // Succès Zone 8 SuccesKill i8a = new SuccesKill(E_NomEnnemiSucces.RuneSentinels, 1500); SuccesKill i8b = new SuccesKill(E_NomEnnemiSucces.RuneGuardians, 1500); SuccesKill i8c = new SuccesKill(E_NomEnnemiSucces.EvolvedRuneGuardians, 1500); SuccesKill i8d = new SuccesKill(E_NomEnnemiSucces.Shieldguards, 1500); SuccesKill i8e = new SuccesKill(E_NomEnnemiSucces.EvolvedShieldguards, 1500); // Succès Zone 9 SuccesKill i9a = new SuccesKill(E_NomEnnemiSucces.Ghosts, 1500); SuccesKill i9b = new SuccesKill(E_NomEnnemiSucces.EvolvedGhosts, 1500); SuccesKill i9c = new SuccesKill(E_NomEnnemiSucces.SoulllessMarionettes, 1500); SuccesKill i9d = new SuccesKill(E_NomEnnemiSucces.SoullessStriders, 1500); SuccesKill i9e = new SuccesKill(E_NomEnnemiSucces.EvolvedSoulless, 1000); var corresDifficulte = new Dictionary <element.difficulte, E_ModeDifficulte> { { element.difficulte.normal, E_ModeDifficulte.Normal }, { element.difficulte.advanced, E_ModeDifficulte.Avance }, { element.difficulte.nightmare, E_ModeDifficulte.Cauchemard } }; foreach (var elt in mesElements) { var i = elt.iNombre; while (i > 0) { switch (elt.eIle) { case element.ile.FloatingIslands: Ile1 = Ile1 ?? new Zone(1, element.ile.FloatingIslands.ToString()) { MesSucces = new List <Succes>() { i1a, i1b, i1c, i1d, i1e } }; Ile1.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.IceCaves: Ile2 = Ile2 ?? new Zone(2, element.ile.IceCaves.ToString()) { MesSucces = new List <Succes>() { i2a, i2b, i2c, i2d, i2e } }; Ile2.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.Volcano: Ile3 = Ile3 ?? new Zone(3, element.ile.Volcano.ToString()) { MesSucces = new List <Succes>() { i3a, i3b, i3c, i3d, i3e, i3f } }; Ile3.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.MysticForest: Ile4 = Ile4 ?? new Zone(4, element.ile.MysticForest.ToString()) { MesSucces = new List <Succes>() { i4a, i4b, i4c, i4d, i4e } }; Ile4.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.SunkenCity: Ile5 = Ile5 ?? new Zone(5, element.ile.SunkenCity.ToString()) { MesSucces = new List <Succes>() { i5a, i5b, i5c, i5d, i5e, i5f } }; Ile5.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.WorldTreeMountain: Ile6 = Ile6 ?? new Zone(6, element.ile.WorldTreeMountain.ToString()) { MesSucces = new List <Succes>() { i6a, i6b, i6c, i6d, i6e, i6f } }; Ile6.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.ColossusDesert: Ile7 = Ile7 ?? new Zone(7, element.ile.ColossusDesert.ToString()) { MesSucces = new List <Succes>() { i7a, i7b, i7c, i7d, i7e } }; Ile7.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.FireMaze: Ile8 = Ile8 ?? new Zone(8, element.ile.FireMaze.ToString()) { MesSucces = new List <Succes>() { i8a, i8b, i8c, i8d, i8e } }; Ile8.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; case element.ile.Wastelands: Ile9 = Ile9 ?? new Zone(9, element.ile.Wastelands.ToString()) { MesSucces = new List <Succes>() { i9a, i9b, i9c, i9d, i9e } }; Ile9.AjouterEnnemi(new Ennemi(elt.szCreature, elt.szCreatureDeBase), elt.iLevel, corresDifficulte[elt.eDifficulte]); break; default: break; } i--; } } var monMonde = new Monde() { Nom = "Îles Morcelées", MesZones = new List <Zone>() { Ile1, Ile2, Ile3, Ile4, Ile5, Ile6, Ile7, Ile8, Ile9 } }; return(monMonde); }