static public void SetTroopVo(GC_TroopData data, TroopVo vo)
    {
        vo.type         = data.Type;
        vo.level        = data.Level;
        vo.health       = data.Hp;
        vo.mana         = data.Mp;
        vo.arrangeIndex = data.Arrangeindex;
        vo.marchId      = data.Marchid;
        vo.queueIndex   = data.Queueindex;

        vo.skillIdList.Clear();
        for (int i = 0; i < data.skillCount; i++)
        {
            int skill = data.GetSkill(i);
            vo.skillIdList.Add(skill);
        }

        vo.cooldownList.Clear();
        for (int i = 0; i < data.cooldownCount; i++)
        {
            GC_CoolDownInfo coolDown = data.GetCooldown(i);
            CoolDownVo      cVo      = new CoolDownVo();
            cVo.cdTime  = coolDown.Cdtime;
            cVo.elapsed = coolDown.Elapsed;
            cVo.id      = coolDown.Id;
            vo.cooldownList.Add(cVo);
        }
    }
 static public void SetHeroVo(GC_HeroData data, HeroVo vo)
 {
     vo.guid         = data.Guid;
     vo.marchId      = data.MarchId;
     vo.type         = data.Type;
     vo.level        = data.Level;
     vo.state        = data.State;
     vo.health       = data.Hp;
     vo.mana         = data.Mp;
     vo.arrangeIndex = data.Arrangeindex;
     vo.skillIdList.Clear();
     for (int j = 0; j < data.skillCount; j++)
     {
         vo.skillIdList.Add(data.GetSkill(j));
     }
     vo.cooldownList.Clear();
     for (int i = 0; i < data.cooldownCount; i++)
     {
         GC_CoolDownInfo coolDown = data.GetCooldown(i);
         CoolDownVo      cVo      = new CoolDownVo();
         cVo.cdTime  = coolDown.Cdtime;
         cVo.elapsed = coolDown.Elapsed;
         cVo.id      = coolDown.Id;
         vo.cooldownList.Add(cVo);
     }
 }