public static BlastUnit getBlastUnit(string _domain, long _address) { BlastUnit bu = null; switch (SelectedEngine) { case CorruptionEngine.NIGHTMARE: bu = RTC_NightmareEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.HELLGENIE: bu = RTC_HellgenieEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.DISTORTION: RTC_DistortionEngine.AddUnit(RTC_DistortionEngine.GenerateUnit(_domain, _address)); bu = RTC_DistortionEngine.GetUnit(); break; case CorruptionEngine.FREEZE: bu = RTC_FreezeEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.NONE: return(null); } return(bu); }
public static BlastUnit getBlastUnit(string _domain, long _address) { //Will generate a blast unit depending on which Corruption Engine is currently set. //Some engines like Distortion may not return an Unit depending on the current state on things. BlastUnit bu = null; switch (SelectedEngine) { case CorruptionEngine.NIGHTMARE: bu = RTC_NightmareEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.HELLGENIE: bu = RTC_HellgenieEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.DISTORTION: RTC_DistortionEngine.AddUnit(RTC_DistortionEngine.GenerateUnit(_domain, _address)); bu = RTC_DistortionEngine.GetUnit(); break; case CorruptionEngine.FREEZE: bu = RTC_FreezeEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.PIPE: bu = RTC_PipeEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.VECTOR: bu = RTC_VectorEngine.GenerateUnit(_domain, _address); break; case CorruptionEngine.NONE: return(null); } return(bu); }