Esempio n. 1
0
 public Mem_record(ICreateNewUser createInstance, Mem_newgame_plus newGamePlusBase, List <DifficultKind> kind)
 {
     if (createInstance != null)
     {
         Level             = newGamePlusBase.FleetLevel;
         Exp               = newGamePlusBase.FleetExp;
         St_win            = 0u;
         Pt_win            = 0u;
         ClearDifficult    = kind;
         Rebellion_win     = 0u;
         Deck_practice_num = 0u;
     }
 }
Esempio n. 2
0
 public Mem_record(ICreateNewUser createInstance, Mem_newgame_plus newGamePlusBase, List <DifficultKind> kind)
 {
     if (createInstance == null)
     {
         return;
     }
     this.Level             = newGamePlusBase.FleetLevel;
     this.Exp               = newGamePlusBase.FleetExp;
     this.St_win            = 0u;
     this.Pt_win            = 0u;
     this.ClearDifficult    = kind;
     this.Rebellion_win     = 0u;
     this.Deck_practice_num = 0u;
 }
Esempio n. 3
0
        public void SetData(List <Mem_shipBase> shipBase, List <Mem_slotitem> slotItems)
        {
            FleetLevel = Comm_UserDatas.Instance.User_record.Level;
            FleetExp   = Comm_UserDatas.Instance.User_record.Exp;
            shipBase.Sort((Mem_shipBase x, Mem_shipBase y) => x.GetNo.CompareTo(y.GetNo));
            slotItems.Sort((Mem_slotitem x, Mem_slotitem y) => x.GetNo.CompareTo(y.GetNo));
            for (int i = 0; i < shipBase.Count; i++)
            {
                shipBase[i].GetNo = i + 1;
            }
            for (int j = 0; j < slotItems.Count; j++)
            {
                slotItems[j].ChangeSortNo(j + 1);
            }
            Ship.Clear();
            Ship = shipBase;
            Slotitem.Clear();
            Slotitem = slotItems;
            Furniture.Clear();
            Furniture.AddRange(Comm_UserDatas.Instance.User_furniture.Values);
            Ship_book.Clear();
            Ship_book.AddRange(Comm_UserDatas.Instance.Ship_book.Values);
            Slot_book.Clear();
            Slot_book.AddRange(Comm_UserDatas.Instance.Slot_book.Values);
            DifficultKind    difficult = Comm_UserDatas.Instance.User_basic.Difficult;
            Mem_newgame_plus mem_newgame_plus;
            Mem_newgame_plus mem_newgame_plus2 = mem_newgame_plus = this;
            DifficultKind    kind;
            DifficultKind    kind2 = kind = difficult;
            int num = mem_newgame_plus[kind];

            mem_newgame_plus2[kind2] = num + 1;
            if (this[difficult] > 999)
            {
                this[difficult] = 999;
            }
        }