public static void ApplyRegionWorks(this EnemyRegionWork[] region_works, Coop_Model_EnemyInitialize initialize_model) { if (initialize_model.regions != null) { int i = 0; for (int count = initialize_model.regions.Count; i < count && i < region_works.Length; i++) { Enemy.RegionWorkSyncData regionWorkSyncData = initialize_model.regions[i]; EnemyRegionWork enemyRegionWork = region_works[i]; enemyRegionWork.hp = regionWorkSyncData.hp; enemyRegionWork.isBroke = regionWorkSyncData.isBroke; enemyRegionWork.bleedList = regionWorkSyncData.bleedList; enemyRegionWork.isShieldDamage = regionWorkSyncData.isShieldDamage; enemyRegionWork.isShieldCriticalDamage = regionWorkSyncData.isShieldCriticalDamage; enemyRegionWork.shadowSealingData = regionWorkSyncData.shadowSealingData; } } }
public void SetRegionWorks(EnemyRegionWork[] region_works) { if (region_works != null) { regions = new List <Enemy.RegionWorkSyncData>(); int i = 0; for (int num = region_works.Length; i < num; i++) { Enemy.RegionWorkSyncData regionWorkSyncData = new Enemy.RegionWorkSyncData(); EnemyRegionWork enemyRegionWork = region_works[i]; regionWorkSyncData.hp = enemyRegionWork.hp; regionWorkSyncData.isBroke = enemyRegionWork.isBroke; regionWorkSyncData.bleedList = enemyRegionWork.bleedList; regionWorkSyncData.isShieldDamage = enemyRegionWork.isShieldDamage; regionWorkSyncData.isShieldCriticalDamage = enemyRegionWork.isShieldCriticalDamage; regionWorkSyncData.shadowSealingData = enemyRegionWork.shadowSealingData; regions.Add(regionWorkSyncData); } } }