GrandLarceny.DevelopmentState.selectAsset C# (CSharp) Method

selectAsset() private method

private selectAsset ( Button a_button ) : void
a_button Button
return void
        private void selectAsset(Button a_button)
        {
            string t_newAsset = "";
            Vector2 t_assetPosition = m_worldMouse + new Vector2(-36, -36);

            if (a_button != null)
            {
                t_newAsset = a_button.getText();
                foreach (Button t_button in m_assetButtonList)
                {
                    t_button.setState(0);
                }
                a_button.setState(3);
            }

            switch (m_itemToCreate)
            {
                case State.Platform:
                    m_objectPreview = new Platform(t_assetPosition, "Images//Tile//Floor//" + t_newAsset, 0.000f);
                    break;
                case State.Wall:
                    m_objectPreview = new Wall(t_assetPosition, "Images//Tile//Wall//" + t_newAsset, 0.000f);
                    break;
                case State.Delete:
                    m_objectPreview = null;
                    break;
                case State.Guard:
                    m_objectPreview = new Guard(t_assetPosition, "Images//Sprite//Guard//guard_idle", m_worldMouse.X, true, 0.000f);
                    break;
                case State.Ladder:
                    m_objectPreview = new Ladder(t_assetPosition, "Images//Tile//Ladder//" + t_newAsset, 0.000f);
                    break;
                case State.None:
                    m_objectPreview = null;
                    break;
                case State.Player:
                    m_objectPreview = new Player(t_assetPosition, "Images//Sprite//Hero//hero_stand", 0.000f);
                    break;
                case State.SpotLight:
                    m_objectPreview = new SpotLight(t_assetPosition, "Images//LightCone//" + t_newAsset, 0.000f, 0.0f, false);
                    break;
                case State.Background:
                    m_objectPreview = new Environment(t_assetPosition, "Images//Background//" + t_newAsset, 0.000f);
                    break;
                case State.DuckHidingObject:
                    m_objectPreview = new DuckHideObject(t_assetPosition, "Images//Prop//DuckHide//" + t_newAsset, 0.000f);
                    break;
                case State.StandHidingObject:
                    m_objectPreview = new StandHideObject(t_assetPosition, "Images//Prop//StandHide//" + t_newAsset, 0.000f);
                    break;
                case State.GuardDog:
                    m_objectPreview = new GuardDog(t_assetPosition, "Images//Sprite//GuardDog//" + t_newAsset, m_worldMouse.X, m_worldMouse.X, 0.000f);
                    break;
                case State.LightSwitch:
                    m_objectPreview = new LampSwitch(t_assetPosition, "Images//Prop//Button//" + t_newAsset, 0.000f);
                    break;
                case State.CrossVent:
                    m_objectPreview = new CrossVentilation(t_assetPosition, "Images//Tile//Ventilation//Cross//" + t_newAsset, 0.000f);
                    break;
                case State.CornerVent:
                    m_objectPreview = new CornerVentilation(t_assetPosition, "Images//Tile//Ventilation//Corner//" + t_newAsset, 0.000f);
                    break;
                case State.StraVent:
                    m_objectPreview = new StraightVentilation(t_assetPosition, "Images//Tile//Ventilation//Straight//" + t_newAsset, 0.000f);
                    break;
                case State.TVent:
                    m_objectPreview = new TVentilation(t_assetPosition, "Images//Tile//Ventilation//TVent//" + t_newAsset, 0.000f);
                    break;
                case State.Ventrance:
                    m_objectPreview = new VentilationDrum(t_assetPosition, "Images//Tile//Ventilation//Drum//" + t_newAsset, 0.000f);
                    break;
                case State.Window:
                    m_objectPreview = new Window(t_assetPosition, "Images//Tile//Window//" + t_newAsset, 0.000f);
                    break;
                case State.Foreground:
                    m_objectPreview = new Foreground(t_assetPosition, "Images//Foregrounds//" + t_newAsset, 0.000f);
                    break;
                case State.CornerHang:
                    m_objectPreview = new CornerHang(t_assetPosition, "Images//Automagi//cornerthingy", 0.000f);
                    break;
                case State.Checkpoint:
                    m_objectPreview = new CheckPoint(t_assetPosition, "Images//Prop//Clutter//backdrop_door", 0.000f);
                    break;
                case State.Camera:
                    m_objectPreview = new GuardCamera(t_assetPosition, "Images//Sprite//Camera//camera", 0.200f, (float)(Math.PI * 0.5), (float)(Math.PI * 0.75), (float)(Math.PI * 0.25), false);
                    break;
                case State.Prop:
                    m_objectPreview = new Environment(t_assetPosition, "Images//Prop//Clutter//" + t_newAsset, 0.000f);
                    break;
                case State.Rope:
                    m_objectPreview = new Rope(t_assetPosition, "", 0.000f);
                    break;
                case State.Heart:
                    m_objectPreview = new ConsumableHeart(t_assetPosition, "Images//Prop//Consumables//shinyheart", 0.000f);
                    break;
                case State.Key:
                    m_objectPreview = new ConsumableKey(t_assetPosition, "Images//Automagi//derp_key", 0.000f);
                    break;
                case State.Objective:
                    m_objectPreview = new ConsumableGoal(t_assetPosition, "Images//Prop//Consumables//Objective//" + t_newAsset, 0.000f);
                    break;
                case State.Shadow:
                    m_objectPreview = new CoveringShadow(t_assetPosition, "Images//Foregrounds//Shadow//" + t_newAsset, 0.000f);
                    break;
                case State.EndVent:
                    m_objectPreview = new VentilationEnd(t_assetPosition, "Images//Tile//Ventilation//EndVent//" + t_newAsset, 0.000f);
                    break;
                case State.Parallax:
                    m_objectPreview = new ParallaxEnvironment(t_assetPosition, "Images//Background//Parallax//" + t_newAsset, 0.000f);
                    break;
                case State.LockedDoor:
                    m_objectPreview = new LockedDoor(t_assetPosition, "Images//Prop//SecurityDoor//door", 0.000f);
                    break;
                case State.FlickeringSign:
                    m_objectPreview = new FlickeringSign(t_assetPosition, "Images//Tile//Sign//" + t_newAsset, 0.000f);
                    break;
                case State.Consumable:
                    m_objectPreview = new Consumable(t_assetPosition, "Images//Prop//Consumables//" + t_newAsset, 0.000f);
                    break;
            }
        }