public ApiShootAppliedCommand(ApiCommandType commandType, V target, long power, long damage, long damageDecreaseFactor) : base(commandType) { Target = target; Power = power; Damage = damage; DamageDecreaseFactor = damageDecreaseFactor; }
public PlanetWarsState(long level, PlanetWarsStatus status, long playerKey, ApiPlayerRole myRole, long totalScore, ApiPlayerStatus gameResultStatus, ApiShip selectedShip, IEnumerable <ApiShipCommand> commands, ApiCommandType editingCommand, ApiUniverse universe, ApiJoinGameInfo gameJoinInfo, ApiGameLog gameLog, ApiShipMatter shipMatter) { Level = level; Status = status; PlayerKey = playerKey; MyRole = myRole; TotalScore = totalScore; GameResultStatus = gameResultStatus; SelectedShip = selectedShip; Commands = commands; EditingCommand = editingCommand; Universe = universe; GameJoinInfo = gameJoinInfo; GameLog = gameLog; ShipMatter = shipMatter; }
public ApiSplitCommand(ApiCommandType commandType, long shipId, ApiShipMatter newShipMatter) : base(commandType, shipId) { NewShipMatter = newShipMatter; }
public ApiShootCommand(ApiCommandType commandType, long shipId, V target, long power) : base(commandType, shipId) { Target = target; Power = power; }
public ApiBurnCommand(ApiCommandType commandType, long shipId, V burnVelocity) : base(commandType, shipId) { BurnVelocity = burnVelocity; }
public ApiShipCommand(ApiCommandType commandType, long shipId) { CommandType = commandType; ShipId = shipId; }
public ApiDetonateAppliedCommand(ApiCommandType commandType, long power, long powerDecreaseStep) : base(commandType) { Power = power; PowerDecreaseStep = powerDecreaseStep; }
public ApiSplitAppliedCommand(ApiCommandType commandType, ApiShipMatter newShip) : base(commandType) { NewShip = newShip; }
public ApiBurnAppliedCommand(ApiCommandType commandType, V burnVelocity) : base(commandType) { BurnVelocity = burnVelocity; }
public ApiShipAppliedCommand(ApiCommandType commandType) { CommandType = commandType; }