예제 #1
0
 /// <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();
 }
예제 #2
0
 /// <summary>
 /// Initializes a new instance of the UpdateHeroLocationModel class.
 /// </summary>
 public UpdateHeroLocationModel(PositionModel position = default(PositionModel), string heroId = default(string))
 {
     Position = position;
     HeroId   = heroId;
     CustomInit();
 }
예제 #3
0
 /// <summary>
 /// Initializes a new instance of the GameModel class.
 /// </summary>
 /// <param name="status">Possible values include: 'Requesting',
 /// 'Playing', 'Rejected', 'Ended'</param>
 /// <param name="speed">Possible values include: 'UltraFast', 'Fast',
 /// 'Speedy', 'Normal', 'Slow', 'UltraSlow'</param>
 /// <param name="difficulty">Possible values include: 'Easy', 'Normal',
 /// 'Hard'</param>
 public GameModel(System.DateTime?createdAt = default(System.DateTime?), string createdBy = default(string), string opponentId = default(string), string userHeroId = default(string), string opponentHeroId = default(string), string status = default(string), IList <string> castles = default(IList <string>), PositionModel position = default(PositionModel), UserModel user = default(UserModel), HeroModel userHero = default(HeroModel), UserModel opponent = default(UserModel), HeroModel opponentHero = default(HeroModel), int?redCastleAmount = default(int?), int?blueCastleAmount = default(int?), int?neutrualCastleAmount = default(int?), OpponentExtInfoModel opponentExtInfo = default(OpponentExtInfoModel), bool?selfPlaying = default(bool?), string speed = default(string), string difficulty = default(string), GameArmySettingModel userArmySetting = default(GameArmySettingModel), GameArmySettingModel opponentArmySetting = default(GameArmySettingModel), IList <CastleRouteDto> routes = default(IList <CastleRouteDto>), string id = default(string))
 {
     CreatedAt            = createdAt;
     CreatedBy            = createdBy;
     OpponentId           = opponentId;
     UserHeroId           = userHeroId;
     OpponentHeroId       = opponentHeroId;
     Status               = status;
     Castles              = castles;
     Position             = position;
     User                 = user;
     UserHero             = userHero;
     Opponent             = opponent;
     OpponentHero         = opponentHero;
     RedCastleAmount      = redCastleAmount;
     BlueCastleAmount     = blueCastleAmount;
     NeutrualCastleAmount = neutrualCastleAmount;
     OpponentExtInfo      = opponentExtInfo;
     SelfPlaying          = selfPlaying;
     Speed                = speed;
     Difficulty           = difficulty;
     UserArmySetting      = userArmySetting;
     OpponentArmySetting  = opponentArmySetting;
     Routes               = routes;
     Id = id;
     CustomInit();
 }
예제 #4
0
 /// <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();
 }