public Mem_shipBase(Mem_ship base_ship) : this() { this.Rid = base_ship.Rid; this.GetNo = base_ship.GetNo; this.Ship_id = base_ship.Ship_id; this.Level = base_ship.Level; this.Exp = base_ship.Exp; this.Nowhp = base_ship.Nowhp; this.Slot = Enumerable.ToList <int>(base_ship.Slot); this.Onslot = Enumerable.ToList <int>(base_ship.Onslot); this.SetKyoukaValue(base_ship.Kyouka); this.Fuel = base_ship.Fuel; this.Bull = base_ship.Bull; this.Locked = base_ship.Locked; this.Cond = base_ship.Cond; this.Escape_sts = base_ship.Escape_sts; this.BlingType = base_ship.BlingType; this.Bling_start = base_ship.Bling_start; this.Bling_end = base_ship.Bling_end; this.BlingWaitArea = base_ship.BlingWaitArea; base_ship.GetBattleCommand(out this.BattleCommand); this.Lov = base_ship.Lov; this.Lov_back_processed = base_ship.Lov_back_processed; this.Lov_back_value = base_ship.Lov_back_value; this.Lov_front_processed = base_ship.Lov_front_processed; this.Lov_front_value = base_ship.Lov_front_value; this.Exslot = base_ship.Exslot; }
public Mem_shipBase(Mem_ship base_ship) : this() { Rid = base_ship.Rid; GetNo = base_ship.GetNo; Ship_id = base_ship.Ship_id; Level = base_ship.Level; Exp = base_ship.Exp; Nowhp = base_ship.Nowhp; Slot = base_ship.Slot.ToList(); Onslot = base_ship.Onslot.ToList(); SetKyoukaValue(base_ship.Kyouka); Fuel = base_ship.Fuel; Bull = base_ship.Bull; Locked = base_ship.Locked; Cond = base_ship.Cond; Escape_sts = base_ship.Escape_sts; BlingType = base_ship.BlingType; Bling_start = base_ship.Bling_start; Bling_end = base_ship.Bling_end; BlingWaitArea = base_ship.BlingWaitArea; base_ship.GetBattleCommand(out BattleCommand); Lov = base_ship.Lov; Lov_back_processed = base_ship.Lov_back_processed; Lov_back_value = base_ship.Lov_back_value; Lov_front_processed = base_ship.Lov_front_processed; Lov_front_value = base_ship.Lov_front_value; Exslot = base_ship.Exslot; }