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 SetMarchVo(GC_MarchData data, MarchVo vo) { vo.marchId = data.Marchid; vo.playerId = data.Playerid; vo.cityId = data.CityId; vo.fightId = data.Fightid; vo.buildId = data.Buildid; vo.sceneId = data.Sceneid; vo.beginTime = data.Begintime; vo.status = data.Status; vo.speed = data.Speed; vo.hero = new HeroVo(); SetHeroVo(data.Hero, vo.hero); vo.troopList.Clear(); for (int i = 0; i < data.troopCount; i++) { GC_TroopData tData = data.GetTroop(i); TroopVo tVo = new TroopVo(); SetTroopVo(tData, tVo); vo.troopList.Add(tVo); } }