public Mem_record(ICreateNewUser createInstance, Mem_newgame_plus newGamePlusBase, List <DifficultKind> kind) { if (createInstance != null) { Level = newGamePlusBase.FleetLevel; Exp = newGamePlusBase.FleetExp; St_win = 0u; Pt_win = 0u; ClearDifficult = kind; Rebellion_win = 0u; Deck_practice_num = 0u; } }
public Mem_record(ICreateNewUser createInstance, Mem_newgame_plus newGamePlusBase, List <DifficultKind> kind) { if (createInstance == null) { return; } this.Level = newGamePlusBase.FleetLevel; this.Exp = newGamePlusBase.FleetExp; this.St_win = 0u; this.Pt_win = 0u; this.ClearDifficult = kind; this.Rebellion_win = 0u; this.Deck_practice_num = 0u; }
public void SetData(List <Mem_shipBase> shipBase, List <Mem_slotitem> slotItems) { FleetLevel = Comm_UserDatas.Instance.User_record.Level; FleetExp = Comm_UserDatas.Instance.User_record.Exp; shipBase.Sort((Mem_shipBase x, Mem_shipBase y) => x.GetNo.CompareTo(y.GetNo)); slotItems.Sort((Mem_slotitem x, Mem_slotitem y) => x.GetNo.CompareTo(y.GetNo)); for (int i = 0; i < shipBase.Count; i++) { shipBase[i].GetNo = i + 1; } for (int j = 0; j < slotItems.Count; j++) { slotItems[j].ChangeSortNo(j + 1); } Ship.Clear(); Ship = shipBase; Slotitem.Clear(); Slotitem = slotItems; Furniture.Clear(); Furniture.AddRange(Comm_UserDatas.Instance.User_furniture.Values); Ship_book.Clear(); Ship_book.AddRange(Comm_UserDatas.Instance.Ship_book.Values); Slot_book.Clear(); Slot_book.AddRange(Comm_UserDatas.Instance.Slot_book.Values); DifficultKind difficult = Comm_UserDatas.Instance.User_basic.Difficult; Mem_newgame_plus mem_newgame_plus; Mem_newgame_plus mem_newgame_plus2 = mem_newgame_plus = this; DifficultKind kind; DifficultKind kind2 = kind = difficult; int num = mem_newgame_plus[kind]; mem_newgame_plus2[kind2] = num + 1; if (this[difficult] > 999) { this[difficult] = 999; } }