public static Movement.GenericMovement MovementFromStruct(Movement.MovementStruct movementStruct)
    {
        Movement.GenericMovement result = null;

        if (movementStruct.Bearing == Movement.ManeuverBearing.Straight)
        {
            result = new Movement.StraightMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.KoiogranTurn)
        {
            result = new Movement.KoiogranTurnMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.Turn)
        {
            result = new Movement.TurnMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.Bank)
        {
            result = new Movement.BankMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.SegnorsLoop)
        {
            result = new Movement.SegnorsLoopMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.TallonRoll)
        {
            result = new Movement.TallonRollMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.Stationary)
        {
            result = new Movement.StationaryMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }

        return(result);
    }
示例#2
0
    public static Movement.GenericMovement MovementFromStruct(Movement.ManeuverHolder movementStruct)
    {
        Movement.GenericMovement result = null;

        if (movementStruct.Bearing == Movement.ManeuverBearing.Straight)
        {
            result = new Movement.StraightMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.KoiogranTurn)
        {
            result = new Movement.KoiogranTurnMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.Turn)
        {
            result = new Movement.TurnMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.Bank)
        {
            result = new Movement.BankMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.SegnorsLoop)
        {
            result = new Movement.SegnorsLoopMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.SegnorsLoopUsingTurnTemplate)
        {
            result = new Movement.SegnorsLoopUsingTurnTemplateMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.TallonRoll)
        {
            result = new Movement.TallonRollMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.Stationary)
        {
            result = new Movement.StationaryMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
        }
        else if (movementStruct.Bearing == Movement.ManeuverBearing.Reverse)
        {
            if (movementStruct.Direction == Movement.ManeuverDirection.Forward)
            {
                result = new Movement.ReverseStraightMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
            }
            else
            {
                result = new Movement.ReverseBankMovement(movementStruct.SpeedInt, movementStruct.Direction, movementStruct.Bearing, movementStruct.ColorComplexity);
            }
        }

        return(result);
    }