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);
        }