public void UpdateUserFavorability(UserFavorabilityPB vo) { for (int i = 0; i < UserFavorabilityList.Count; i++) { if (vo.Player == UserFavorabilityList[i].Player) { UserFavorabilityList[i].UserId = vo.UserId; UserFavorabilityList[i].Player = vo.Player; UserFavorabilityList[i].Apparel = vo.Apparel; UserFavorabilityList[i].Level = vo.Level; UserFavorabilityList[i].Exp = GetCurExp(vo.Exp, vo.Level); UserFavorabilityList[i].VoiceKeep = vo.VoiceKeep; UserFavorabilityList[i].ShowExp = vo.Exp; break; } } }
public MapField <int, int> Apparel; //用户服饰 public UserFavorabilityVo(UserFavorabilityPB pb) { UserId = pb.UserId; Player = pb.Player; Level = pb.Level; if (pb.Level > 1) { Exp = GlobalData.FavorabilityMainModel.GetCurExp(pb.Exp, pb.Level); } else { Exp = pb.Exp; } Apparel = pb.Apparel; ShowExp = pb.Exp; VoiceKeep = pb.VoiceKeep; }
public void UpdataCurrentRoleVo(UserFavorabilityPB vo) { foreach (var v in UserFavorabilityList) { if (v.Player == vo.Player) { v.Level = vo.Level; v.Apparel = vo.Apparel; v.Exp = GetCurExp(vo.Exp, vo.Level); v.VoiceKeep = vo.VoiceKeep; v.ShowExp = vo.Exp; } } CurrentRoleVo.UserId = vo.UserId; CurrentRoleVo.Player = vo.Player; CurrentRoleVo.Apparel = vo.Apparel; CurrentRoleVo.Level = vo.Level; CurrentRoleVo.Exp = GetCurExp(vo.Exp, vo.Level); CurrentRoleVo.VoiceKeep = vo.VoiceKeep; CurrentRoleVo.ShowExp = vo.Exp; }