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); } }