Esempio n. 1
0
    public void SyncCropsData(crops_info info)
    {
        if (null == info)
        {
            return;
        }
        Clear();
        main_crops_id = info.main_crops_id;
        sub_crops_id  = info.sub_crops_id;

        List <crop_info> croplist = info.cropsinfo;

        if (null == croplist)
        {
            return;
        }

        for (int i = 0; i < croplist.Count; ++i)
        {
            if (mCropsList.ContainsKey(croplist[i].cropsid))
            {
                continue;
            }
            CropsItemInfo item = new CropsItemInfo();
            item.mCropsId      = croplist[i].cropsid;
            item.mCropsStarslv = croplist[i].starslv;

            mCropsList.Add(item.mCropsId, item);
        }
    }
Esempio n. 2
0
    public void SyncProperty(PlayerData playerData)
    {
        //temp
        playerData.mCropsData.GetMainCropsId();
        name           = playerData.name;
        level          = playerData.level;
        resId          = playerData.resId;
        main_weaponId  = playerData.main_weaponId;
        sub_weaponId   = playerData.sub_weaponId;
        mStrenLv       = playerData.mStrenLv;
        mMainCropsInfo = playerData.mCropsData.GetMainCropsInfo();
        mSubCropsInfo  = playerData.mCropsData.GetSubCropsInfo();

        skillData.Clear();

        int  pro    = 0;
        int  value  = 0;
        bool forbid = false;

        for (uint i = 0; i < (uint)FittingsType.MAX_PROPERTY; ++i)
        {
            mFittings[i].SetId(playerData.mFittings[i].GetId());

            for (uint j = 0; j < (uint)FittingsType.MAX_PROPERTY; ++j)
            {
                playerData.mFittings[i].GetProValue(j, ref pro, ref value, ref forbid);
                mFittings[i].SetProValue((uint)j, pro, value, forbid);
            }
        }

        for (int i = 0; i < playerData.skillData.mLevels.Count; ++i)
        {
            skillData.mLevels.Add(i, playerData.skillData.mLevels[i]);
        }

        for (int i = 0; i < SkillMaxCountDefine.MAX_EQUIP_SKILL_NUM; ++i)
        {
            skillData.skills[i] = playerData.skillData.skills[i];
        }
    }