using Protobuf; namespace Preparation.Utility { public static class Transformation { public static Protobuf.PlaceType ToPlaceType(Preparation.Utility.PlaceType place) { switch (place) { case Preparation.Utility.PlaceType.Window: return Protobuf.PlaceType.Window; case Preparation.Utility.PlaceType.EmergencyExit: return Protobuf.PlaceType.HiddenGate; case Preparation.Utility.PlaceType.Doorway: return Protobuf.PlaceType.Gate; case Preparation.Utility.PlaceType.Chest: return Protobuf.PlaceType.Chest; case Preparation.Utility.PlaceType.Door3: return Protobuf.PlaceType.Door3; case Preparation.Utility.PlaceType.Door5: return Protobuf.PlaceType.Door5; case Preparation.Utility.PlaceType.Door6: return Protobuf.PlaceType.Door6; case Preparation.Utility.PlaceType.Generator: return Protobuf.PlaceType.Classroom; case Preparation.Utility.PlaceType.Grass: return Protobuf.PlaceType.Grass; case Preparation.Utility.PlaceType.Wall: return Protobuf.PlaceType.Wall; case Preparation.Utility.PlaceType.Null: case Preparation.Utility.PlaceType.BirthPoint1: case Preparation.Utility.PlaceType.BirthPoint2: case Preparation.Utility.PlaceType.BirthPoint3: case Preparation.Utility.PlaceType.BirthPoint4: case Preparation.Utility.PlaceType.BirthPoint5: return Protobuf.PlaceType.Land; default: return Protobuf.PlaceType.NullPlaceType; } } public static Protobuf.PropType ToPropType(Preparation.Utility.PropType prop) { switch (prop) { case Preparation.Utility.PropType.AddSpeed: return Protobuf.PropType.AddSpeed; case Preparation.Utility.PropType.AddLifeOrClairaudience: return Protobuf.PropType.AddLifeOrClairaudience; case Preparation.Utility.PropType.AddHpOrAp: return Protobuf.PropType.AddHpOrAp; case Preparation.Utility.PropType.ShieldOrSpear: return Protobuf.PropType.ShieldOrSpear; case Preparation.Utility.PropType.RecoveryFromDizziness: return Protobuf.PropType.RecoveryFromDizziness; case Preparation.Utility.PropType.Key3: return Protobuf.PropType.Key3; case Preparation.Utility.PropType.Key5: return Protobuf.PropType.Key5; case Preparation.Utility.PropType.Key6: return Protobuf.PropType.Key6; default: return Protobuf.PropType.NullPropType; } } public static Preparation.Utility.PropType ToPropType(Protobuf.PropType prop) { switch (prop) { case Protobuf.PropType.AddSpeed: return Preparation.Utility.PropType.AddSpeed; case Protobuf.PropType.AddLifeOrClairaudience: return Preparation.Utility.PropType.AddLifeOrClairaudience; case Protobuf.PropType.AddHpOrAp: return Preparation.Utility.PropType.AddHpOrAp; case Protobuf.PropType.ShieldOrSpear: return Preparation.Utility.PropType.ShieldOrSpear; case Protobuf.PropType.RecoveryFromDizziness: return Preparation.Utility.PropType.RecoveryFromDizziness; case Protobuf.PropType.Key3: return Preparation.Utility.PropType.Key3; case Protobuf.PropType.Key5: return Preparation.Utility.PropType.Key5; case Protobuf.PropType.Key6: return Preparation.Utility.PropType.Key6; default: return Preparation.Utility.PropType.Null; } } public static Protobuf.PlayerState ToPlayerState(Preparation.Utility.PlayerStateType playerState) { switch (playerState) { case Preparation.Utility.PlayerStateType.Moving: case Preparation.Utility.PlayerStateType.Null: return PlayerState.Idle; case Preparation.Utility.PlayerStateType.Addicted: return PlayerState.Addicted; case Preparation.Utility.PlayerStateType.ClimbingThroughWindows: return PlayerState.Climbing; case Preparation.Utility.PlayerStateType.Deceased: return PlayerState.Quit; case Preparation.Utility.PlayerStateType.Escaped: return PlayerState.Graduated; case Preparation.Utility.PlayerStateType.Fixing: return PlayerState.Learning; case Preparation.Utility.PlayerStateType.LockingOrOpeningTheDoor: return PlayerState.Locking; case Preparation.Utility.PlayerStateType.OpeningTheChest: return PlayerState.OpeningAChest; case Preparation.Utility.PlayerStateType.Rescued: return PlayerState.Rescued; case Preparation.Utility.PlayerStateType.Rescuing: return PlayerState.Rescuing; case Preparation.Utility.PlayerStateType.Stunned: case Preparation.Utility.PlayerStateType.Charmed: return PlayerState.Stunned; case Preparation.Utility.PlayerStateType.Swinging: return PlayerState.Swinging; case Preparation.Utility.PlayerStateType.Treated: return PlayerState.Treated; case Preparation.Utility.PlayerStateType.Treating: return PlayerState.Treating; case Preparation.Utility.PlayerStateType.TryingToAttack: return PlayerState.Attacking; case Preparation.Utility.PlayerStateType.UsingSkill: return PlayerState.UsingSpecialSkill; case Preparation.Utility.PlayerStateType.OpeningTheDoorway: return PlayerState.OpeningAGate; default: return PlayerState.NullStatus; } } public static Protobuf.StudentBuffType ToStudentBuffType(Preparation.Utility.BuffType buffType) { switch (buffType) { case Preparation.Utility.BuffType.AddSpeed: return Protobuf.StudentBuffType.StudentAddSpeed; case Preparation.Utility.BuffType.AddLife: return Protobuf.StudentBuffType.AddLife; case Preparation.Utility.BuffType.Shield: return Protobuf.StudentBuffType.Shield; case Preparation.Utility.BuffType.Invisible: return Protobuf.StudentBuffType.StudentInvisible; default: return Protobuf.StudentBuffType.NullSbuffType; } } public static Protobuf.TrickerBuffType ToTrickerBuffType(Preparation.Utility.BuffType buffType) { switch (buffType) { case Preparation.Utility.BuffType.AddSpeed: return Protobuf.TrickerBuffType.TrickerAddSpeed; case Preparation.Utility.BuffType.Spear: return Protobuf.TrickerBuffType.Spear; case Preparation.Utility.BuffType.AddAp: return Protobuf.TrickerBuffType.AddAp; case Preparation.Utility.BuffType.Clairaudience: return Protobuf.TrickerBuffType.Clairaudience; case Preparation.Utility.BuffType.Invisible: return Protobuf.TrickerBuffType.TrickerInvisible; default: return Protobuf.TrickerBuffType.NullTbuffType; } } public static Protobuf.BulletType ToBulletType(Preparation.Utility.BulletType bulletType) { switch (bulletType) { case Preparation.Utility.BulletType.FlyingKnife: return Protobuf.BulletType.FlyingKnife; case Preparation.Utility.BulletType.CommonAttackOfGhost: return Protobuf.BulletType.CommonAttackOfTricker; case Preparation.Utility.BulletType.BombBomb: return Protobuf.BulletType.BombBomb; case Preparation.Utility.BulletType.JumpyDumpty: return Protobuf.BulletType.JumpyDumpty; default: return Protobuf.BulletType.NullBulletType; } } public static Protobuf.StudentType ToStudentType(Preparation.Utility.CharacterType characterType) { switch (characterType) { case Preparation.Utility.CharacterType.Athlete: return Protobuf.StudentType.Athlete; case Preparation.Utility.CharacterType.Teacher: return Protobuf.StudentType.Teacher; case Preparation.Utility.CharacterType.StraightAStudent: return Protobuf.StudentType.StraightAStudent; case Preparation.Utility.CharacterType.Robot: return Protobuf.StudentType.Robot; case Preparation.Utility.CharacterType.TechOtaku: return Protobuf.StudentType.TechOtaku; case Preparation.Utility.CharacterType.Sunshine: return Protobuf.StudentType.Sunshine; default: return Protobuf.StudentType.NullStudentType; } } public static Preparation.Utility.CharacterType ToStudentType(Protobuf.StudentType characterType) { switch (characterType) { case Protobuf.StudentType.Athlete: return Preparation.Utility.CharacterType.Athlete; case Protobuf.StudentType.Teacher: return Preparation.Utility.CharacterType.Teacher; case Protobuf.StudentType.StraightAStudent: return Preparation.Utility.CharacterType.StraightAStudent; case Protobuf.StudentType.Robot: return Preparation.Utility.CharacterType.Robot; case Protobuf.StudentType.TechOtaku: return Preparation.Utility.CharacterType.TechOtaku; case Protobuf.StudentType.Sunshine: return Preparation.Utility.CharacterType.Sunshine; default: return Preparation.Utility.CharacterType.Null; } } public static Protobuf.TrickerType ToTrickerType(Preparation.Utility.CharacterType characterType) { switch (characterType) { case Preparation.Utility.CharacterType.Assassin: return Protobuf.TrickerType.Assassin; case Preparation.Utility.CharacterType.Klee: return Protobuf.TrickerType.Klee; case Preparation.Utility.CharacterType.ANoisyPerson: return Protobuf.TrickerType.ANoisyPerson; case CharacterType.Idol: return TrickerType.Idol; default: return Protobuf.TrickerType.NullTrickerType; } } public static Preparation.Utility.CharacterType ToTrickerType(Protobuf.TrickerType characterType) { switch (characterType) { case Protobuf.TrickerType.Assassin: return Preparation.Utility.CharacterType.Assassin; case Protobuf.TrickerType.Klee: return Preparation.Utility.CharacterType.Klee; case Protobuf.TrickerType.ANoisyPerson: return Preparation.Utility.CharacterType.ANoisyPerson; case TrickerType.Idol: return CharacterType.Idol; default: return Preparation.Utility.CharacterType.Null; } } } }