public PlayerData() { name = "Brink"; level = 1; //temp 1 resId = 1; vip_value = 0; vip_level = 0; main_weaponId = 1000; exp = 0; mStrenLv = 0; mPack = new PackageManager(); sp = 0; sp_max = 0; sp_next_inc_time = ulong.MaxValue; mFittChance = 3; arena_currank = uint.MaxValue; arena_bestrank = uint.MaxValue; arena_score = 0; arena_lefttimes = 0; arena_buytimes = 0; arena_lasttime = 0; qualifying_currank = uint.MaxValue; qualifying_bestrank = uint.MaxValue; qualifying_lefttimes = 0; qualifying_buytimes = 0; qualifying_lasttime = 0; next_daily_resettime = ulong.MaxValue; rmb_used = 0; for (uint i = 0; i < mProceeds.Length; ++i) { mProceeds[i] = 0; } mWingData = new WingData(); skillData.Clear(); mChallengeStage.Clear(); mWingData.Clear(); // for(int i = 1 ; i < 13 ; i++) // { // if(skillData.mLevels.ContainsKey(i)) // skillData.mLevels[i] = 1; // else // skillData.mLevels.Add(i , 1); // } for (uint i = 0; i < (uint)FittingsType.MAX_FITTGINS; i++) { mFittings[i] = new FittingsData(); } mStageData.Clear(); mActivity.mActivityTypeCompletedTime.Clear(); mActivity.mHasCompletedActivity.Clear(); mZonesData.Clear(); mCropsData.Clear(); weapon_skill_unlocked = false; firstCharge = false; firstCharge_picked = false; }
public GhostData() { name = "Brink"; level = 1; resId = 1; main_weaponId = 1000; sub_weaponId = 1000; mStrenLv = 0; for (uint i = 0; i < (uint)FittingsType.MAX_FITTGINS; i++) { mFittings[i] = new FittingsData(); } skillData.Clear(); mWingData = new WingData(); mFashionData = new PlayerFashionData(); mWingData.Clear(); mMainCropsInfo.Clear(); mSubCropsInfo.Clear(); }
public void SyncProperty(other_role_fight_property msg) { if (msg == null) { return; } name = msg.name; level = (int)msg.level; resId = (int)msg.job; main_weaponId = (int)msg.weapon_id; sub_weaponId = (int)msg.sub_weapon_id; mStrenLv = msg.stren_lv; skillData.Clear(); if (msg.skillinfo != null) { for (int i = 0; i < msg.skillinfo.levels.Count; ++i) { skillData.mLevels.Add(i, msg.skillinfo.levels[i]); } for (int i = 0; i < msg.skillinfo.equips.Count && i < SkillMaxCountDefine.MAX_EQUIP_SKILL_NUM; ++i) { skillData.skills[i] = msg.skillinfo.equips[i]; } } if (msg.wing_info != null) { if (msg.wing_info.unlock_count != null) { if (mWingData.wingItems.Count > (int)msg.wing_info.unlock_count.value) { //除非重置数据否则不会出现这种情况 mWingData.Clear(); } } if (msg.wing_info.wearid != null) { mWingData.mWearId = msg.wing_info.wearid.value; } if (msg.wing_info.items != null && msg.wing_info.items.Count > 0) { for (int i = 0; i < msg.wing_info.items.Count; ++i) { WingItemData wing_item_data = mWingData.wingItems.Find(x => (x.id == msg.wing_info.items[i].id)); if (wing_item_data == null) { wing_item_data = new WingItemData(); mWingData.wingItems.Add(wing_item_data); wing_item_data.id = msg.wing_info.items[i].id; wing_item_data.level = msg.wing_info.items[i].level; mWingData.getPropertyTotal(ref wing_item_data); // GameDebug.Log("添加WingitemData数据" + serverProperty.wing_info.items[i].id); } wing_item_data.id = msg.wing_info.items[i].id; wing_item_data.level = msg.wing_info.items[i].level; wing_item_data.process = msg.wing_info.items[i].process; wing_item_data.UpdateProperty(); } EventSystem.Instance.PushEvent(new WingUIEvent(WingUIEvent.WING_GHOST_UPDATE)); } } //时装 role_fashion_info fashion_info = msg.fashion_info; if (fashion_info != null) { if (fashion_info.head_id != null) { mFashionData.head_id = fashion_info.head_id.value; GameDebug.Log("同步Fashion head_id = " + mFashionData.head_id); } if (fashion_info.uppper_body_id != null) { mFashionData.upper_body_id = fashion_info.uppper_body_id.value; GameDebug.Log("同步Fashion upper_body_id = " + mFashionData.upper_body_id); } if (fashion_info.lower_body_id != null) { mFashionData.lower_body_id = fashion_info.lower_body_id.value; GameDebug.Log("同步Fashion lower_body_id = " + mFashionData.lower_body_id); } if (fashion_info.unlock_count != null) { mFashionData.unlock_count = fashion_info.unlock_count.value; GameDebug.Log("同步Fashion unlock_count = " + mFashionData.unlock_count); } if (fashion_info.items != null) { for (int i = 0; i < mFashionData.unlock_count; ++i) { mFashionData.items[i].id = fashion_info.items[i].id; mFashionData.items[i].starnum = fashion_info.items[i].starnum; GameDebug.Log("同步Fashion items = " + mFashionData.items[i].id + " starnum =" + mFashionData.items[i].starnum); } } } do { GameDebug.Log("同步对手佣兵信息!"); mMainCropsInfo.mCropsId = msg.maincrops.cropsid; mMainCropsInfo.mCropsStarslv = msg.maincrops.starslv; mSubCropsInfo.mCropsId = msg.subcrops.cropsid; mSubCropsInfo.mCropsStarslv = msg.subcrops.starslv; } while (false); }