Exemplo n.º 1
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 public GameFightResumeMessage(FightDispellableEffectExtendedInformations[] effects, GameActionMark[] marks, short gameTurn, GameFightSpellCooldown[] spellCooldowns, sbyte summonCount, sbyte bombCount)
     : base(effects, marks, gameTurn)
 {
     SpellCooldowns = spellCooldowns;
     SummonCount = summonCount;
     BombCount = bombCount;
 }
Exemplo n.º 2
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 public override void Deserialize(BigEndianReader reader)
 {
     var limit = reader.ReadUShort();
     Effects = new FightDispellableEffectExtendedInformations[limit];
     for (int i = 0; i < limit; i++)
     {
         Effects[i] = new FightDispellableEffectExtendedInformations();
         Effects[i].Deserialize(reader);
     }
     limit = reader.ReadUShort();
     Marks = new GameActionMark[limit];
     for (int i = 0; i < limit; i++)
     {
         Marks[i] = new GameActionMark();
         Marks[i].Deserialize(reader);
     }
     GameTurn = reader.ReadShort();
 }
 public GameFightResumeWithSlavesMessage(FightDispellableEffectExtendedInformations[] effects, GameActionMark[] marks, short gameTurn, GameFightSpellCooldown[] spellCooldowns, sbyte summonCount, sbyte bombCount, GameFightResumeSlaveInfo[] slavesInfo)
     : base(effects, marks, gameTurn, spellCooldowns, summonCount, bombCount)
 {
     SlavesInfo = slavesInfo;
 }
Exemplo n.º 4
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 public GameFightSpectateMessage(FightDispellableEffectExtendedInformations[] effects, GameActionMark[] marks, short gameTurn)
 {
     Effects = effects;
     Marks = marks;
     GameTurn = gameTurn;
 }
 public override void Deserialize(BigEndianReader reader)
 {
     base.Deserialize(reader);
     Mark = new GameActionMark();
     Mark.Deserialize(reader);
 }
 public GameActionFightMarkCellsMessage(short actionId, int sourceId, GameActionMark mark)
     : base(actionId, sourceId)
 {
     Mark = mark;
 }