示例#1
0
        /// <summary>PlayerCity 实体转换</summary>
        public static PlayerCity ToPlayerCity(tg_war_city model)
        {
            var city = new PlayerCity()
            {
                id          = model.id,
                baseid      = model.base_id,
                name        = model.name,
                res_foods   = model.res_foods,
                res_funds   = model.res_funds,
                res_soldier = model.res_soldier,
                res_gun     = model.res_gun,
                res_horse   = model.res_horse,
                res_razor   = model.res_razor,
                res_kuwu    = model.res_kuwu,
                res_morale  = model.res_morale,
                peace       = model.peace,
                strong      = model.strong,
                boom        = model.boom,
            };

            switch (model.size)
            {
            case 1: city.size = "村"; break;

            case 2: city.size = "小城"; break;

            case 3: city.size = "大城"; break;

            case 4: city.size = "中城"; break;

            case 5: city.size = "巨城"; break;
            }
            return(city);
        }
示例#2
0
	//player data load success callback
	private void OnLoadSuccess() {
		EventsAggregator.Network.RemoveListener(ENetworkEvent.PlayerDataLoadSuccess, OnLoadSuccess);

		//TODO: assign correct values
		Resources = new PlayerResources(10, 2500, 100);
		Inventory = new PlayerInventory();
		Heroes = new PlayerHeroes(new BaseHero[] { new BaseHero(UnitsConfig.Instance.GetHeroData(EUnitKey.Hero_Sniper), 0) }, 0);
		HeroSkills = new PlayerHeroSkills();
		City = new PlayerCity();
		StoryProgress = new PlayerStoryProgress();
		Statistics = new PlayerStatistics();
		VIPStatus = EPlayerVIP.None;
	}
示例#3
0
    //player data load success callback
    private void OnLoadSuccess()
    {
        EventsAggregator.Network.RemoveListener(ENetworkEvent.PlayerDataLoadSuccess, OnLoadSuccess);

        //TODO: assign correct values
        Resources     = new PlayerResources(10, 2500, 100);
        Inventory     = new PlayerInventory();
        Heroes        = new PlayerHeroes(new BaseHero[] { new BaseHero(UnitsConfig.Instance.GetHeroData(EUnitKey.Hero_Sniper), 0) }, 0);
        HeroSkills    = new PlayerHeroSkills();
        City          = new PlayerCity();
        StoryProgress = new PlayerStoryProgress();
        Statistics    = new PlayerStatistics();
        VIPStatus     = EPlayerVIP.None;
    }