/// <summary> /// Initializes a new instance of the DetailCastleStateModel class. /// </summary> /// <param name="productionState">Possible values include: 'OnGoing', /// 'Suspended'</param> /// <param name="currentUserArmy">Possible values include: 'Neutrual', /// 'Red', 'Blue'</param> /// <param name="army">Possible values include: 'Neutrual', 'Red', /// 'Blue'</param> public DetailCastleStateModel(HeroModel owner = default(HeroModel), UserModel ownerUser = default(UserModel), IList <SoldierModel> soldiers = default(IList <SoldierModel>), int?streamRevision = default(int?), IList <EventBaseModel> events = default(IList <EventBaseModel>), bool?canProductionSoldier = default(bool?), IList <HeroStateModel> heroes = default(IList <HeroStateModel>), double?revenue = default(double?), string revenueTime = default(string), string upkeepTime = default(string), bool?isNotEnoughCoinForProduction = default(bool?), string currentTroopType = default(string), IList <CastleTroopTypeModel> availableTroopTypes = default(IList <CastleTroopTypeModel>), bool?canChangeTroopType = default(bool?), string produceTroopType = default(string), string productionState = default(string), double?strength = default(double?), string currentUserArmy = default(string), bool?canUpgrade = default(bool?), string id = default(string), string name = default(string), int?soldiersAmount = default(int?), CastleTroopTypeModel castleTroopType = default(CastleTroopTypeModel), System.DateTime?produceExecuteAt = default(System.DateTime?), PositionModel position = default(PositionModel), string army = default(string), string ownerUserId = default(string), string ownerId = default(string), SiegeStateModel siege = default(SiegeStateModel)) { Owner = owner; OwnerUser = ownerUser; Soldiers = soldiers; StreamRevision = streamRevision; Events = events; CanProductionSoldier = canProductionSoldier; Heroes = heroes; Revenue = revenue; RevenueTime = revenueTime; UpkeepTime = upkeepTime; IsNotEnoughCoinForProduction = isNotEnoughCoinForProduction; CurrentTroopType = currentTroopType; AvailableTroopTypes = availableTroopTypes; CanChangeTroopType = canChangeTroopType; ProduceTroopType = produceTroopType; ProductionState = productionState; Strength = strength; CurrentUserArmy = currentUserArmy; CanUpgrade = canUpgrade; Id = id; Name = name; SoldiersAmount = soldiersAmount; CastleTroopType = castleTroopType; ProduceExecuteAt = produceExecuteAt; Position = position; Army = army; OwnerUserId = ownerUserId; OwnerId = ownerId; Siege = siege; CustomInit(); }
/// <summary> /// Initializes a new instance of the SoldierModel class. /// </summary> public SoldierModel(CastleTroopTypeModel castleTroopType = default(CastleTroopTypeModel), double?upkeepCoins = default(double?), string id = default(string)) { CastleTroopType = castleTroopType; UpkeepCoins = upkeepCoins; Id = id; CustomInit(); }
/// <summary> /// Initializes a new instance of the CastleStateModel class. /// </summary> /// <param name="army">Possible values include: 'Neutrual', 'Red', /// 'Blue'</param> public CastleStateModel(string id = default(string), string name = default(string), int?soldiersAmount = default(int?), CastleTroopTypeModel castleTroopType = default(CastleTroopTypeModel), System.DateTime?produceExecuteAt = default(System.DateTime?), PositionModel position = default(PositionModel), string army = default(string), string ownerUserId = default(string), string ownerId = default(string), SiegeStateModel siege = default(SiegeStateModel)) { Id = id; Name = name; SoldiersAmount = soldiersAmount; CastleTroopType = castleTroopType; ProduceExecuteAt = produceExecuteAt; Position = position; Army = army; OwnerUserId = ownerUserId; OwnerId = ownerId; Siege = siege; CustomInit(); }