/// <summary> 组装数据 </summary> public ASObject BulidData(view_war_city model, int state, Int64 time = 0) { var dic = new Dictionary <string, object> { { "result", (int)ResultType.SUCCESS }, { "vo", model == null?null:EntityToVo.ToWarCityVo(model, state, (int)WarCityOwnershipType.PLAYER, time) }, }; return(new ASObject(dic)); }
/// <summary> 组装数据 </summary> private ASObject BulidData(view_war_city model, int state, List <WarRoleInfoVo> roles) { var dic = new Dictionary <string, object> { { "result", (int)ResultType.SUCCESS }, { "vo", model == null?null:EntityToVo.ToWarCityVo(model, state, (int)WarCityOwnershipType.PLAYER, 0) }, { "role", roles }, }; return(new ASObject(dic)); }
/// <summary> 视图数据转换tg_war_city表数据 </summary> /// <param name="temp">view_war_city</param> private tg_war_city BuildCity(view_war_city temp) { return(new tg_war_city { base_id = temp.base_id, boom = temp.boom, defense_id = temp.defense_id, destroy_time = temp.destroy_time, fire_time = temp.fire_time, guard_time = temp.guard_time, id = temp.id, interior_bar = temp.interior_bar, levy_bar = temp.levy_bar, module_number = temp.module_number, name = temp.name, own = temp.own, ownership_type = temp.ownership_type, peace = temp.peace, plan_1 = temp.plan_1, plan_2 = temp.plan_2, plan_3 = temp.plan_3, res_foods = temp.res_foods, res_funds = temp.res_funds, res_gun = temp.res_gun, res_horse = temp.res_horse, res_kuwu = temp.res_kuwu, res_morale = temp.res_morale, res_razor = temp.res_razor, res_soldier = temp.res_soldier, res_use_foods = temp.res_use_foods, res_use_funds = temp.res_use_funds, res_use_gun = temp.res_use_gun, res_use_horse = temp.res_use_horse, res_use_kuwu = temp.res_use_kuwu, res_use_razor = temp.res_use_razor, res_use_soldier = temp.res_use_soldier, residence = temp.residence, size = temp.size, state = temp.state, strong = temp.strong, time = temp.time, train_bar = temp.train_bar, type = temp.type, user_id = temp.user_id, }); }