private void GameEventCharacterLogin(NetworkMessageEventArgs e) { try { _CharacterStats = new AetherStats(e); }catch(Exception ex){LogError(ex);} }
//3. And a parameterized constructor like this. Just like any other routine, you take the parameter in, then do something with it. //We're going to assigne a reference declared here: private AetherFilter.Characters _co = null; to hold our data for use so we can manipulate it. //The data is passed in from outside. (also internal) internal CharacterStats(AetherStats stat) { _Stat = stat; }
void SubmitCharacterStatsToGearLocker(AetherStats CharStats) { try { CharacterStatsTracking cst = new CharacterStatsTracking(); cst.CharacterStats = CharStats; cst.CharacterKey = @GearFiles.CharacterKey; cst.ServerKey = @GearFiles.ServerKey; cst.LastUpdateTime = DateTime.Now.ToString(); using(MemoryStream stream = new MemoryStream()) { Serializer.PrepareSerializer<CharacterStatsTracking>(); Serializer.Serialize(stream, cst); LockerAccess.StoreCharacterStats(stream.ToArray()); } }catch(Exception ex){LogError(ex);} }