private List <PlayerUnits> ResetPlayerstruct() { if (Players == null || Players.Count <= 0 || Units == null || Units.Count <= 0) { return(new List <PlayerUnits>()); } List <PlayerUnits> lPlayers = new List <PlayerUnits>(); #region convert old Playerdata to new Playerdata for (var i = 0; i < Players.Count; i++) { var tmpPlayer = new PlayerUnits(); tmpPlayer.AccountId = Players[i].AccountId; tmpPlayer.Apm = Players[i].Apm; tmpPlayer.ApmAverage = Players[i].ApmAverage; tmpPlayer.ArmySupply = Players[i].ArmySupply; tmpPlayer.CameraAngle = Players[i].CameraAngle; tmpPlayer.CameraDistance = Players[i].CameraDistance; tmpPlayer.CameraPositionX = Players[i].CameraPositionX; tmpPlayer.CameraPositionY = Players[i].CameraPositionY; tmpPlayer.CameraRotation = Players[i].CameraRotation; tmpPlayer.ClanTag = Players[i].ClanTag; tmpPlayer.Color = Players[i].Color; tmpPlayer.CurrentBuildings = Players[i].CurrentBuildings; tmpPlayer.Difficulty = Players[i].Difficulty; tmpPlayer.Epm = Players[i].Epm; tmpPlayer.EpmAverage = Players[i].EpmAverage; tmpPlayer.Gas = Players[i].Gas; tmpPlayer.GasArmy = Players[i].GasArmy; tmpPlayer.GasIncome = Players[i].GasIncome; tmpPlayer.IsLocalplayer = Players[i].IsLocalplayer; tmpPlayer.Localplayer = Players[i].Localplayer; tmpPlayer.Minerals = Players[i].Minerals; tmpPlayer.MineralsArmy = Players[i].MineralsArmy; tmpPlayer.MineralsIncome = Players[i].MineralsIncome; tmpPlayer.Name = Players[i].Name; tmpPlayer.NameLength = Players[i].NameLength; tmpPlayer.PlayerRace = Players[i].PlayerRace; tmpPlayer.Status = Players[i].Status; tmpPlayer.SupplyMax = Players[i].SupplyMax; tmpPlayer.SupplyMaxRaw = Players[i].SupplyMaxRaw; tmpPlayer.SupplyMin = Players[i].SupplyMin; tmpPlayer.SupplyMinRaw = Players[i].SupplyMinRaw; tmpPlayer.Team = Players[i].Team; tmpPlayer.Type = Players[i].Type; tmpPlayer.ValidSize = Players[i].ValidSize; tmpPlayer.Worker = Players[i].Worker; tmpPlayer.Units = new List <PredefinedTypes.Unit>(); lPlayers.Add(tmpPlayer); } #endregion #region Add Units to the Playerdata foreach (var tmpUnit in Units) { if (tmpUnit.Owner >= 0 && tmpUnit.Owner < 16) { lPlayers[tmpUnit.Owner].Units.Add(tmpUnit); } } #endregion return(lPlayers); }
private List<PlayerUnits> ResetPlayerstruct() { if (Players == null || Players.Count <= 0 || Units == null || Units.Count <= 0) { return new List<PlayerUnits>(); } List<PlayerUnits> lPlayers = new List<PlayerUnits>(); #region convert old Playerdata to new Playerdata for (var i = 0; i < Players.Count; i++) { var tmpPlayer = new PlayerUnits(); tmpPlayer.AccountId = Players[i].AccountId; tmpPlayer.Apm = Players[i].Apm; tmpPlayer.ApmAverage = Players[i].ApmAverage; tmpPlayer.ArmySupply = Players[i].ArmySupply; tmpPlayer.CameraAngle = Players[i].CameraAngle; tmpPlayer.CameraDistance = Players[i].CameraDistance; tmpPlayer.CameraPositionX = Players[i].CameraPositionX; tmpPlayer.CameraPositionY = Players[i].CameraPositionY; tmpPlayer.CameraRotation = Players[i].CameraRotation; tmpPlayer.ClanTag = Players[i].ClanTag; tmpPlayer.Color = Players[i].Color; tmpPlayer.CurrentBuildings = Players[i].CurrentBuildings; tmpPlayer.Difficulty = Players[i].Difficulty; tmpPlayer.Epm = Players[i].Epm; tmpPlayer.EpmAverage = Players[i].EpmAverage; tmpPlayer.Gas = Players[i].Gas; tmpPlayer.GasArmy = Players[i].GasArmy; tmpPlayer.GasIncome = Players[i].GasIncome; tmpPlayer.IsLocalplayer = Players[i].IsLocalplayer; tmpPlayer.Localplayer = Players[i].Localplayer; tmpPlayer.Minerals = Players[i].Minerals; tmpPlayer.MineralsArmy = Players[i].MineralsArmy; tmpPlayer.MineralsIncome = Players[i].MineralsIncome; tmpPlayer.Name = Players[i].Name; tmpPlayer.NameLength = Players[i].NameLength; tmpPlayer.PlayerRace = Players[i].PlayerRace; tmpPlayer.Status = Players[i].Status; tmpPlayer.SupplyMax = Players[i].SupplyMax; tmpPlayer.SupplyMaxRaw = Players[i].SupplyMaxRaw; tmpPlayer.SupplyMin = Players[i].SupplyMin; tmpPlayer.SupplyMinRaw = Players[i].SupplyMinRaw; tmpPlayer.Team = Players[i].Team; tmpPlayer.Type = Players[i].Type; tmpPlayer.ValidSize = Players[i].ValidSize; tmpPlayer.Worker = Players[i].Worker; tmpPlayer.Units = new List<PredefinedTypes.Unit>(); lPlayers.Add(tmpPlayer); } #endregion #region Add Units to the Playerdata foreach (var tmpUnit in Units) { if (tmpUnit.Owner >= 0 && tmpUnit.Owner < 16) { lPlayers[tmpUnit.Owner].Units.Add(tmpUnit); } } #endregion return lPlayers; }