public void InitData(MyDepartmentData res) { for (int i = 0; i < res.MyDepartments.Count; i++) { UserDepartmentPB pb = res.MyDepartments[i].UserDepartmentPb; switch (pb.DepartmentType) { case DepartmentTypePB.Support: MainVo = new SupporterVo(pb); //MainVo.Exp = GlobalData.PlayerModel.PlayerVo.CurrentLevelExp; break; case DepartmentTypePB.Active: Active = new SupporterVo(pb); break; case DepartmentTypePB.Financial: Financial = new SupporterVo(pb); break; case DepartmentTypePB.Resource: Resource = new SupporterVo(pb); break; case DepartmentTypePB.Transmission: Transmission = new SupporterVo(pb); break; } } FansList = res.Fanss;//new List<FansVo>(); }
public void Update(UserDepartmentPB pb, bool resetState = true) { SupporterVo vo = null; //UserDepartmentPB pb = res.MyDepartments; switch (pb.DepartmentType) { //没奖励的时候也要会动! case DepartmentTypePB.Support: MainVo = new SupporterVo(pb); break; case DepartmentTypePB.Active: Active = new SupporterVo(pb); SetAniState(resetState?1:0, 0, 0, 0); //resetState表示从挥手变成待机 pb.Awards.Count>0?1:resetState?0:2 break; case DepartmentTypePB.Financial: Financial = new SupporterVo(pb); SetAniState(0, resetState?1:0, 0, 0); break; case DepartmentTypePB.Resource: Resource = new SupporterVo(pb); SetAniState(0, 0, resetState?1:0, 0); break; case DepartmentTypePB.Transmission: Transmission = new SupporterVo(pb); SetAniState(0, 0, 0, resetState?1:0); break; } DepartmentVo dpVo = new DepartmentVo(); dpVo.UserDepartmentPb = pb; dpVo.RulePb = MyDepartmentData.GetDepartmentRule(dpVo.UserDepartmentPb.DepartmentType, dpVo.UserDepartmentPb.Level); for (int i = 0; i < GlobalData.DepartmentData.MyDepartments.Count; i++) { if (GlobalData.DepartmentData.MyDepartments[i].UserDepartmentPb.DepartmentType == dpVo.UserDepartmentPb.DepartmentType) { GlobalData.DepartmentData.MyDepartments[i] = dpVo; break; } } }