/// <summary> /// 选择强化物界面ok按钮回调用 /// </summary> void SelectUIOkBtnCallback(int selectObj) { //设置当前选择的强化物 PropsData pData = SwapModel.GetInstance().GetObj(selectObj).GetComponent <PropsObject>().pData; SwapModel.GetInstance().CurReinforcement = new Reinforcement(pData); ResetAll(); }
protected override void Awake() { base.Awake(); Debug.Log(11111); modelsData = new ModelsData(); modelsData.models = new ModelEntity[4]; for (int i = 0; i < 4; i++) { modelsData.models[i] = Resources.Load <ModelEntity>("Data/Entity/Models/ModelEntity0" + (i + 1)); } propsData = new PropsData(); propsData.medicines = new PropEntity[2]; for (int i = 0; i < 2; i++) { propsData.medicines[i] = Resources.Load <PropEntity>("Data/Entity/Props/Prop_Medicine_0" + (i + 1)); } equipsData = new EquipsData(); equipsData.weapons = new EquipEntity[2]; for (int i = 0; i < 2; i++) { equipsData.weapons[i] = Resources.Load <EquipEntity>("Data/Entity/Equips/Equip_Weapon_0" + (i + 1)); } equipsData.headers = new EquipEntity[1]; for (int i = 0; i < equipsData.headers.Length; i++) { equipsData.headers[i] = Resources.Load <EquipEntity>("Data/Entity/Equips/Equip_Header_0" + (i + 1)); } skillsData = new SkillsData(); skillsData.skillType1 = new SkillEntity[8]; for (int i = 0; i < skillsData.skillType1.Length; i++) { skillsData.skillType1[i] = Resources.Load <SkillEntity>("Data/Entity/Skills/Skill_Type1_0" + (i + 1)); } skillsData.skillType2 = new SkillEntity[8]; for (int i = 0; i < skillsData.skillType2.Length; i++) { skillsData.skillType2[i] = Resources.Load <SkillEntity>("Data/Entity/Skills/Skill_Type2_0" + (i + 1)); } skillsData.skillType3 = new SkillEntity[8]; for (int i = 0; i < skillsData.skillType3.Length; i++) { skillsData.skillType3[i] = Resources.Load <SkillEntity>("Data/Entity/Skills/Skill_Type3_0" + (i + 1)); } skillsData.skillType4 = new SkillEntity[8]; for (int i = 0; i < skillsData.skillType4.Length; i++) { skillsData.skillType4[i] = Resources.Load <SkillEntity>("Data/Entity/Skills/Skill_Type4_0" + (i + 1)); } skillsData.skillType5 = new SkillEntity[8]; for (int i = 0; i < skillsData.skillType5.Length; i++) { skillsData.skillType5[i] = Resources.Load <SkillEntity>("Data/Entity/Skills/Skill_Type5_0" + (i + 1)); } Constant.InitDescriptions(); baseAbilityDes = Constant.baseAbilityDes; }
public PropsLogicObject(PropsData data) { this.m_Data = data; this.m_LogicData = new PropsLogicData(data); if (this.m_Data.RemainingCD != 0) { this.m_CDComponent = new CDComponent(data, LogicTimer.Instance.CurrentTime); this.AddComponent(this.m_CDComponent); this.m_CDComponent.CDFinished += CDFinished; } }
public void GenerateProps(int propsNo, PropsType propsType) { PropsData data = new PropsData(); PropsConfigData configData = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(propsType); data.PropsNo = propsNo; data.RemainingUseTime = configData.MaxUseTimes; data.RemainingCD = configData.CD; data.PropsConfigData = configData; data.PropsType = propsType; data.IsInBattle = false; PropsLogicObject logicObject = new PropsLogicObject(data); this.m_Props.Add(propsNo, logicObject); }
private PropsData GetPropsData(Props props) { var builder = PropsData.CreateBuilder() .SetClazz(props.Type.AssemblyQualifiedName) .SetDeploy(GetDeployData(props.Deploy)); foreach (object arg in props.Arguments) { if (arg == null) { builder = builder.AddArgs(ByteString.Empty); builder = builder.AddClasses(""); } else { builder = builder.AddArgs(Serialize(arg)); builder = builder.AddClasses(arg.GetType().AssemblyQualifiedName); } } return(builder.Build()); }
private void miProps_Click(object sender, System.EventArgs e) { GetDatafile msg = new GetDatafile(); Pandora.Profile.Server.FillBoxMessage(msg); msg.DataType = BoxDatafile.PropsData; BoxServerForm form = new BoxServerForm(msg); if (form.ShowDialog() == DialogResult.OK) { ReturnDatafile data = form.Response as ReturnDatafile; if (data != null) { PropsData props = data.Data as PropsData; if (props != null) { PropsData.Props = props; } } } }
private void ReceivedUserData(Hashtable result) { Debug.Log("received"); LoginResponseParameter response = new LoginResponseParameter(); response.InitialParameterObjectFromHashtable(result); if (response.FailType.HasValue) { Debug.Log(response.FailType.ToString()); if (response.FailType == LoginFailType.BeAttacked) { this.m_ProgressBar.gameObject.SetActive(false); this.m_WaitingBehavior.Show(); } } else { LoginSuccessResponseParameter paramter = response.Response; if (!string.IsNullOrEmpty(paramter.PlayerAccountID)) { if (CommonHelper.PlatformType == PlatformType.Nd) { NdAccountUtility.Instance.InitialAccount(paramter.PlayerAccountID); } } PlayerConfigData playerConfigData = ConfigUtilities.ConfigInterface.Instance.PlayerConfigHelper.GetPlayerData(paramter.PlayerLevel); UserData userData = new UserData(); userData.PlayerID = paramter.PlayerID; userData.Name = paramter.PlayerName; userData.Level = paramter.PlayerLevel; userData.Exp = paramter.PlayerExp; userData.ConfigData = playerConfigData; userData.Honour = paramter.PlayerHonour; userData.CurrentStoreGold = paramter.PlayerGold; userData.CurrentStoreFood = paramter.PlayerFood; userData.CurrentStoreOil = paramter.PlayerOil; userData.CurrentStoreGem = paramter.PlayerGem; userData.RemainingCD = paramter.PlayerShieldRemainSecond; userData.PlunderTotalGold = paramter.PlunderTotalGold; userData.PlunderTotalFood = paramter.PlunderTotalFood; userData.PlunderTotalOil = paramter.PlunderTotalOil; userData.RemoveTotalObject = paramter.RemoveTotalObject; userData.IsRegisterSuccessful = paramter.IsRegistered; userData.IsNewbie = paramter.IsNewbie; userData.DestoryBuildings = new Dictionary <BuildingType, int>(); for (int i = 0; i < (int)BuildingType.Length; i++) { BuildingType type = (BuildingType)i; if (paramter.DestroyBuildingDict != null && paramter.DestroyBuildingDict.ContainsKey(type)) { userData.DestoryBuildings.Add(type, paramter.DestroyBuildingDict[type]); } else { userData.DestoryBuildings.Add(type, 0); } } userData.ProduceArmies = new Dictionary <ArmyType, int>(); for (int i = 0; i < (int)ArmyType.Length; i++) { ArmyType type = (ArmyType)i; if (paramter.ProduceArmyDict != null && paramter.ProduceArmyDict.ContainsKey(type)) { userData.ProduceArmies.Add(type, paramter.ProduceArmyDict[type]); } else { userData.ProduceArmies.Add(type, 0); } } userData.ArmyProgress = new Dictionary <ArmyType, ProgressInformation>(); foreach (ArmyProgressParameter param in paramter.ArmiesProgress) { ProgressInformation progressInfo = new ProgressInformation() { Level = param.ArmyLevel, StartNo = param.ArmyStartNO }; userData.ArmyProgress.Add(param.ArmyType, progressInfo); } userData.ItemProgress = new Dictionary <ItemType, ProgressInformation>(); foreach (ItemProgressParameter param in paramter.ItemsProgress) { ProgressInformation progressInfo = new ProgressInformation() { Level = param.ItemLevel, StartNo = param.ItemStartNO }; userData.ItemProgress.Add(param.ItemType, progressInfo); } userData.MercenaryProgress = new Dictionary <MercenaryType, int>(); foreach (MercenaryProgressParameter param in paramter.MercenaryProgress) { userData.MercenaryProgress.Add(param.MercenaryType, param.MercenaryStartNO); } userData.AttackLogs = new List <LogData>(); foreach (MatchLogParameter param in paramter.AttackLog) { userData.AttackLogs.Add(this.GenerateLogData(param)); } userData.DefenseLogs = new List <LogData>(); foreach (MatchLogParameter param in paramter.DefenseLog) { userData.DefenseLogs.Add(this.GenerateLogData(param)); } userData.PlayerBuffs = new List <BuffData>(); foreach (PlayerBuffParameter param in paramter.Buffs) { BuffData buffData = new BuffData(); buffData.RelatedPropsType = param.RelatedProps; buffData.RemainingCD = param.RemainingTime; buffData.BuffConfigData = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(param.RelatedProps).FunctionConfigData as PropsBuffConfigData; userData.PlayerBuffs.Add(buffData); } List <BuildingData> buildings = new List <BuildingData>(); Dictionary <int, BuildingData> builderHuts = new Dictionary <int, BuildingData>(); List <ArmyData> armies = new List <ArmyData>(); List <ItemData> items = new List <ItemData>(); List <ObjectUpgrade <ArmyType> > armyUpgrades = new List <ObjectUpgrade <ArmyType> >(); List <ObjectUpgrade <ItemType> > itemUpgrades = new List <ObjectUpgrade <ItemType> >(); Dictionary <MercenaryIdentity, MercenaryData> mercenaries = new Dictionary <MercenaryIdentity, MercenaryData>(); foreach (BuildingParameter param in paramter.Buildings) { BuildingData data = this.GenerateBuildingData(param, armies, items, mercenaries, armyUpgrades, itemUpgrades, userData); buildings.Add(data); if (data.BuildingID.buildingType == BuildingType.BuilderHut) { builderHuts.Add(data.BuildingID.buildingNO, data); } } for (int i = 0; i < buildings.Count; i++) { BuildingData buildingData = buildings[i]; BuildingParameter param = paramter.Buildings[i]; if (param.BuilderBuildingNO.HasValue) { /* * int builderLevel = builderHuts[param.BuilderBuildingNO.Value].Level; * BuilderConfigData builderData = ConfigInterface.Instance.BuilderConfigHelper.GetBuilderData(builderLevel); * buildingData.ActorWorkEfficiency = builderData.BuildEfficiency; */ buildingData.BuilderBuildingNO = param.BuilderBuildingNO.Value; } if (buildingData.ConfigData.ProduceGoldEfficiency == 0 && buildingData.Level > 0) { userData.GoldMaxCapacity += buildingData.ConfigData.StoreGoldCapacity; } if (buildingData.ConfigData.ProduceFoodEfficiency == 0 && buildingData.Level > 0) { userData.FoodMaxCapacity += buildingData.ConfigData.StoreFoodCapacity; } if (buildingData.ConfigData.ProduceOilEfficiency == 0 && buildingData.Level > 0) { userData.OilMaxCapacity += buildingData.ConfigData.StoreOilCapacity; } if (buildingData.ConfigData.CanStoreProps) { userData.PropsMaxCapacity += buildingData.ConfigData.StorePropsCapacity; } } foreach (BuildingData buildingData in buildings) { if (buildingData.ConfigData.StoreGoldCapacity > 0 && buildingData.ConfigData.ProduceGoldEfficiency == 0) { buildingData.CurrentStoreGold = userData.CurrentStoreGold * buildingData.ConfigData.StoreGoldCapacity / userData.GoldMaxCapacity; } if (buildingData.ConfigData.StoreFoodCapacity > 0 && buildingData.ConfigData.ProduceFoodEfficiency == 0) { buildingData.CurrentStoreFood = userData.CurrentStoreFood * buildingData.ConfigData.StoreFoodCapacity / userData.FoodMaxCapacity; } if (buildingData.ConfigData.StoreOilCapacity > 0 && buildingData.ConfigData.ProduceOilEfficiency == 0) { buildingData.CurrentStoreOil = userData.CurrentStoreOil * buildingData.ConfigData.StoreOilCapacity / userData.OilMaxCapacity; } } List <RemovableObjectData> removableObjects = new List <RemovableObjectData>(); foreach (RemovableObjectParameter param in paramter.RemovableObjects) { removableObjects.Add(this.GenerateRemovableData(param)); } List <TaskInformation> tasks = new List <TaskInformation>(); if (paramter.OpenedTasks != null) { foreach (OpeningTaskParameter task in paramter.OpenedTasks) { TaskInformation taskInfo = new TaskInformation(); taskInfo.TaskID = task.TaskID; taskInfo.Status = TaskStatus.Opened; taskInfo.RemainingSeconds = task.RemainingSeconds; if (task.ConditionProgresses != null) { taskInfo.ConditionProgresses = new Dictionary <int, TaskProgressInformation>(); foreach (ConditionProgressParameter conditionProgress in task.ConditionProgresses) { taskInfo.ConditionProgresses.Add(conditionProgress.ConditionID, new TaskProgressInformation() { StartValue = conditionProgress.StartValue }); } } tasks.Add(taskInfo); } } if (paramter.CompletedTasks != null) { foreach (int taskID in paramter.CompletedTasks) { TaskInformation taskInfo = new TaskInformation(); taskInfo.TaskID = taskID; taskInfo.Status = TaskStatus.Completed; tasks.Add(taskInfo); } } Dictionary <int, PropsData> props = new Dictionary <int, PropsData>(); foreach (PropsParameter p in paramter.Props) { PropsData data = new PropsData(); data.RemainingCD = p.RemainingCD.HasValue ? p.RemainingCD.Value : 0; data.RemainingUseTime = p.RemainingUseTimes; data.PropsType = p.PropsType; data.PropsConfigData = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(p.PropsType); data.PropsNo = p.PropsNo; data.IsInBattle = p.IsInBattle; props.Add(p.PropsNo, data); } List <DefenseObjectData> defenseObjects = new List <DefenseObjectData>(); foreach (DefenseObjectParameter d in paramter.DefenseObjects) { DefenseObjectData data = new DefenseObjectData(); data.Position = new TilePosition(d.PoistionColumn, d.PositionRow); data.DefenseObjectID = d.DefenseObjectID; data.Name = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(d.RelatedProps).Name; data.ConfigData = new DefenseObjectConfigWrapper(ConfigInterface.Instance.PropsConfigHelper.GetPropsData(d.RelatedProps).FunctionConfigData); defenseObjects.Add(data); } List <AchievementBuildingData> achievementBuildings = new List <AchievementBuildingData>(); foreach (AchievementBuildingParameter a in paramter.AchievementBuildings) { AchievementBuildingData data = new AchievementBuildingData(); data.AchievementBuildingType = a.AchievementBuildingType; data.BuildingNo = a.AchievementBuildingNo; data.BuildingPosition = new TilePosition(a.PositionColumn, a.PositionRow); data.Life = a.Life; data.ConfigData = ConfigInterface.Instance.AchievementBuildingConfigHelper.GetAchievementBuildingData(a.AchievementBuildingType); achievementBuildings.Add(data); } LogicController.Instance.Initialize(userData, buildings, armies, items, armyUpgrades, itemUpgrades, removableObjects, tasks, mercenaries, props, defenseObjects, paramter.RemovableObjectStartNo, paramter.PropsStartNo, achievementBuildings, paramter.AchievementBuildingStartNo); LogicTimer.Instance.InitialTimer(paramter.ServerTick); this.m_IsUserLogined = true; } }
public Reinforcement(PropsData _pdata) { pData = _pdata; }
public void InitialWithResponseData(FriendResponseParameter parameter, string friendName) { UserData userData = new UserData(); userData.Name = friendName; userData.Honour = parameter.Honour; userData.Level = parameter.Level; userData.CurrentStoreGold = parameter.PlayerGold; userData.CurrentStoreFood = parameter.PlayerFood; userData.CurrentStoreOil = parameter.PlayerOil; userData.ConfigData = ConfigInterface.Instance.PlayerConfigHelper.GetPlayerData(parameter.Level); this.m_FriendData = new PlayerLogicData(userData); this.m_LogicObjects = new Dictionary <BuildingType, Dictionary <int, BuildingLogicObject> >(); this.m_ArmyObjects = new Dictionary <ArmyType, Dictionary <int, FriendArmyParameter> >(); this.m_Mercenaries = new Dictionary <MercenaryType, int>(); this.m_ItemObjects = new Dictionary <ItemType, Dictionary <int, FriendItemParameter> >(); this.m_AchievementBuildings = new Dictionary <int, AchievementBuildingLogicData>(); this.m_Buffs = new List <BuffLogicData>(); this.m_Props = new List <PropsLogicData>(); this.m_ResourceManager = new ResourceManager(); this.m_ArmyLevels = new Dictionary <ArmyType, int>(); Dictionary <BuildingType, Dictionary <int, BuildingData> > datas = new Dictionary <BuildingType, Dictionary <int, BuildingData> >(); this.m_RemovableObjects = new Dictionary <long, RemovableObjectLogicData>(); int objectID = 0; foreach (FriendObjectParameter param in parameter.Objects) { RemovableObjectData data = new RemovableObjectData(); data.BuilderBuildingNO = param.BuilderBuildingNO; data.Position = new TilePosition(param.PositionColumn, param.PositionRow); if (param.IsRemoving) { if (param.BuilderBuildingNO.HasValue) { data.RemainingWorkload = 0; } else { data.RemainingWorkload = 1; } } data.RemovableObjectNo = objectID; data.RemovableObjectType = param.ObjectType; data.ConfigData = ConfigInterface.Instance.RemovableConfigHelper.GetRemovableObjectData(param.ObjectType); this.m_RemovableObjects.Add(objectID, new RemovableObjectLogicData(data)); objectID++; } int buildingNo = 0; foreach (FriendAchievementBuildingParameter param in parameter.AchievementBuildings) { AchievementBuildingData data = new AchievementBuildingData(); data.AchievementBuildingType = param.AchievementBuildingType; data.BuildingNo = buildingNo++; data.BuildingPosition = new TilePosition(param.PositionColumn, param.PositionRow); data.Life = param.Life; data.ConfigData = ConfigInterface.Instance.AchievementBuildingConfigHelper.GetAchievementBuildingData(param.AchievementBuildingType); this.m_AchievementBuildings.Add(data.BuildingNo, new AchievementBuildingLogicData(data)); } foreach (FriendBuffParameter buff in parameter.Buffs) { BuffData b = new BuffData(); b.RelatedPropsType = buff.PropsType; b.RemainingCD = 10; b.BuffConfigData = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(buff.PropsType).FunctionConfigData as PropsBuffConfigData; BuffLogicData data = new BuffLogicData(b); this.m_Buffs.Add(data); } int tempPropsID = 0; foreach (FriendPropsParameter props in parameter.Props) { PropsData p = new PropsData(); PropsConfigData propsConfigData = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(props.PropsType); p.PropsConfigData = propsConfigData; p.PropsNo = tempPropsID++; p.PropsType = props.PropsType; p.RemainingCD = 10; p.RemainingUseTime = propsConfigData.MaxUseTimes; PropsLogicData data = new PropsLogicData(p); this.m_Props.Add(data); } foreach (FriendBuildingParameter param in parameter.Buildings) { BuildingConfigData configData = ConfigInterface.Instance.BuildingConfigHelper.GetBuildingData(param.BuildingTypeID, param.Level); BuildingData data = new BuildingData(); data.BuilderBuildingNO = param.BuilderBuildingNO; data.BuildingID = new BuildingIdentity(param.BuildingTypeID, param.BuildingNO); data.BuildingPosition = new TilePosition(param.PositionColumn, param.PositionRow); data.Level = param.Level; if (param.IsUpgrading) { if (param.BuilderBuildingNO.HasValue) { data.UpgradeRemainingWorkload = 1; } else { data.UpgradeRemainingWorkload = 0; } } if (param.IsResourceAccelerate) { data.RemainResourceAccelerateTime = 1; } if (param.IsArmyAccelerate) { data.RemainArmyAccelerateTime = 1; } if (param.IsItemAccelerate) { data.RemainItemAccelerateTime = 1; } data.ConfigData = configData; if (param.CurrentStoreGold.HasValue) { data.CurrentStoreGold = param.CurrentStoreGold.Value; } else if (configData.CanStoreGold) { this.m_ResourceManager.AddStorage(ResourceType.Gold, data.BuildingID, configData.StoreGoldCapacity); } if (param.CurrentStoreFood.HasValue) { data.CurrentStoreFood = param.CurrentStoreFood.Value; } else if (configData.CanStoreFood) { this.m_ResourceManager.AddStorage(ResourceType.Food, data.BuildingID, configData.StoreFoodCapacity); } if (param.CurrentStoreOil.HasValue) { data.CurrentStoreOil = param.CurrentStoreOil.Value; } else if (configData.CanStoreOil) { this.m_ResourceManager.AddStorage(ResourceType.Oil, data.BuildingID, configData.StoreOilCapacity); } if (!this.m_LogicObjects.ContainsKey(param.BuildingTypeID)) { this.m_LogicObjects.Add(param.BuildingTypeID, new Dictionary <int, BuildingLogicObject>()); } if (!datas.ContainsKey(param.BuildingTypeID)) { datas.Add(param.BuildingTypeID, new Dictionary <int, BuildingData>()); } this.m_LogicObjects[param.BuildingTypeID].Add(param.BuildingNO, new BuildingLogicObject(data, (int)BuildingFunction.ProduceResource, false)); datas[param.BuildingTypeID].Add(param.BuildingNO, data); data.AvailableMercenary = new List <MercenaryIdentity>(); if (param.Mercenaries != null) { foreach (KeyValuePair <MercenaryType, int> mercenary in param.Mercenaries) { MercenaryConfigData mercenaryConfigData = ConfigInterface.Instance.MercenaryConfigHelper.GetMercenaryData(mercenary.Key); this.m_AlreadyArmyCapacity += mercenaryConfigData.CapcityCost * mercenary.Value; for (int i = 0; i < mercenary.Value; i++) { data.AvailableMercenary.Add(new MercenaryIdentity(mercenary.Key, i)); if (!this.m_Mercenaries.ContainsKey(mercenary.Key)) { this.m_Mercenaries.Add(mercenary.Key, 0); } this.m_Mercenaries[mercenary.Key]++; } } } data.AvailableArmy = new List <ArmyIdentity>(); if (param.Armies != null) { foreach (FriendArmyParameter army in param.Armies) { if (!this.m_ArmyLevels.ContainsKey(army.ArmyType)) { this.m_ArmyLevels.Add(army.ArmyType, army.ArmyLevel); } ArmyType type = army.ArmyType; ArmyConfigData armyConfigData = ConfigInterface.Instance.ArmyConfigHelper.GetArmyData(army.ArmyType, army.ArmyLevel); this.m_AlreadyArmyCapacity += armyConfigData.CapcityCost; if (!this.m_ArmyObjects.ContainsKey(type)) { this.m_ArmyObjects.Add(type, new Dictionary <int, FriendArmyParameter>()); } ArmyIdentity armyID = new ArmyIdentity(type, this.m_ArmyObjects[type].Count); data.AvailableArmy.Add(armyID); this.m_ArmyObjects[type].Add(armyID.armyNO, army); } } data.AvailableItem = new List <ItemIdentity>(); if (param.Items != null) { foreach (FriendItemParameter item in param.Items) { ItemType type = item.ItemType; if (!this.m_ItemObjects.ContainsKey(type)) { this.m_ItemObjects.Add(type, new Dictionary <int, FriendItemParameter>()); } ItemIdentity itemID = new ItemIdentity(type, this.m_ItemObjects[type].Count); data.AvailableItem.Add(itemID); this.m_ItemObjects[type].Add(itemID.itemNO, item); } } this.m_TotalCampCapacity += configData.ArmyCapacity; } Dictionary <ResourceType, Dictionary <BuildingIdentity, int> > result = this.m_ResourceManager.CalculateStorage (userData.CurrentStoreGold, userData.CurrentStoreFood, userData.CurrentStoreOil); foreach (KeyValuePair <ResourceType, Dictionary <BuildingIdentity, int> > resource in result) { foreach (KeyValuePair <BuildingIdentity, int> r in resource.Value) { switch (resource.Key) { case ResourceType.Gold: { datas[r.Key.buildingType][r.Key.buildingNO].CurrentStoreGold = r.Value; } break; case ResourceType.Food: { datas[r.Key.buildingType][r.Key.buildingNO].CurrentStoreFood = r.Value; } break; case ResourceType.Oil: { datas[r.Key.buildingType][r.Key.buildingNO].CurrentStoreOil = r.Value; } break; } } } }
public PropsLogicData(PropsData data) { this.m_Data = data; }
private void OnDestroy() { pData = null; }