/// <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); }
//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; }