public IUnitData CreateUnit(Int32 id) { var data = new Internal_IUnitData(); data._Id = id; return(data); }
public void PreSave() { _AchievementState.PreSave(); Internal_IAchievementState_Achievements = _AchievementState._Achievements; _BattleState.PreSave(); _CutSceneState.PreSave(); Internal_ICutSceneState_CompletedCutScene = _CutSceneState._CompletedCutScene; _ExplorerState.PreSave(); Internal_IExplorerState_StageId = _ExplorerState._StageId; Internal_IExplorerState_RoomId = _ExplorerState._RoomId; Internal_IExplorerState_Stages = _ExplorerState._Stages; Internal_IExplorerState_Inventory = _ExplorerState._Inventory; Internal_IExplorerState_Position = _ExplorerState._Position; Internal_IExplorerState_LastInteractiveId = _ExplorerState._LastInteractiveId; Internal_IExplorerState_PlayerBuffs = _ExplorerState._PlayerBuffs; Internal_IExplorerState_IsRun = _ExplorerState._IsRun; Internal_IExplorerState_RefreshNumber = _ExplorerState._RefreshNumber; _InventoryState.PreSave(); Internal_IInventoryState_Items = _InventoryState._Items; Internal_IInventoryState_Gacha = _InventoryState._Gacha; _LogState.PreSave(); Internal_ILogState_Log = _LogState._Log; _PlayerState.PreSave(); Internal_IPlayerState_Level = _PlayerState._Level; Internal_IPlayerState_Exp = _PlayerState._Exp; Internal_IPlayerState_RegisterTime = _PlayerState._RegisterTime; Internal_IPlayerState_LastLoginTime = _PlayerState._LastLoginTime; Internal_IPlayerState_SyncTime = _PlayerState._SyncTime; _ScorersState.PreSave(); Internal_IScorersState_Values = _ScorersState._Values; Internal_IScorersState_BattleValues = _ScorersState._BattleValues; Internal_IScorersState_ImpactValues = _ScorersState._ImpactValues; _SettingsState.PreSave(); Internal_ISettingsState_MusicOff = _SettingsState._MusicOff; Internal_ISettingsState_SoundOff = _SettingsState._SoundOff; Internal_ISettingsState_RegTime = _SettingsState._RegTime; Internal_ISettingsState_LoginTime = _SettingsState._LoginTime; Internal_ISettingsState_SyncTime = _SettingsState._SyncTime; Internal_ISettingsState_Locale = _SettingsState._Locale; Internal_ISettingsState_Server = _SettingsState._Server; Internal_ISettingsState_CurrentVersion = _SettingsState._CurrentVersion; Internal_ISettingsState_Build = _SettingsState._Build; Internal_ISettingsState_RandomState = _SettingsState._RandomState; Internal_ISettingsState_PushStatus = _SettingsState._PushStatus; _ShopState.PreSave(); Internal_IShopState_Groups = _ShopState._Groups; Internal_IShopState_Offers = _ShopState._Offers; Internal_IShopState_Transactions = _ShopState._Transactions; _UnitsState.PreSave(); Internal_IUnitsState_Units = _UnitsState._Units; Internal_IUnitsState_Assist = _UnitsState._Assist; Internal_IUnitsState_LastTeam = _UnitsState._LastTeam; }
public IUnitData CreateUnit(Int32 id, Int32 shards, Int32 stars, Int32 exp, Int32 level, Int32 equipmentStars, Boolean familiarUnlock) { var data = new Internal_IUnitData(); data._Id = id; data._Shards = shards; data._Stars = stars; data._Exp = exp; data._Level = level; data._EquipmentStars = equipmentStars; data._FamiliarUnlock = familiarUnlock; return(data); }