public static List <IAssetVO> GetBattleRecordProjectileAssets(Map map, BattleRecord battleRecord, List <string> attackerWarBuffs, List <string> defenderWarBuffs, List <string> attackerEquipment, List <string> defenderEquipment) { IDataController dc = Service.Get <IDataController>(); List <IAssetVO> list = new List <IAssetVO>(); BattleDeploymentData attackerDeploymentData = battleRecord.AttackerDeploymentData; if (attackerDeploymentData != null) { ProjectileUtils.AddTroopProjectileAssets(attackerDeploymentData.TroopData, list, dc); ProjectileUtils.AddSpecialAttackProjectileAssets(attackerDeploymentData.SpecialAttackData, list, dc); ProjectileUtils.AddTroopProjectileAssets(attackerDeploymentData.HeroData, list, dc); ProjectileUtils.AddTroopProjectileAssets(attackerDeploymentData.ChampionData, list, dc); } BattleDeploymentData defenderDeploymentData = battleRecord.DefenderDeploymentData; if (defenderDeploymentData != null) { ProjectileUtils.AddTroopProjectileAssets(defenderDeploymentData.TroopData, list, dc); ProjectileUtils.AddSpecialAttackProjectileAssets(defenderDeploymentData.SpecialAttackData, list, dc); ProjectileUtils.AddTroopProjectileAssets(defenderDeploymentData.HeroData, list, dc); ProjectileUtils.AddTroopProjectileAssets(defenderDeploymentData.ChampionData, list, dc); } Dictionary <string, int> attackerGuildTroops = battleRecord.AttackerGuildTroops; ProjectileUtils.AddTroopProjectileAssets(attackerGuildTroops, list, dc); Dictionary <string, int> defenderGuildTroops = battleRecord.DefenderGuildTroops; ProjectileUtils.AddTroopProjectileAssets(defenderGuildTroops, list, dc); Dictionary <string, int> defenderChampions = battleRecord.DefenderChampions; ProjectileUtils.AddTroopProjectileAssets(defenderChampions, list, dc); ProjectileUtils.AddBattleProjectileAssets(map, null, null, attackerWarBuffs, defenderWarBuffs, attackerEquipment, defenderEquipment, list, dc); return(list); }
public static List <IAssetVO> GetBattleProjectileAssets(Map map, BattleTypeVO battle, BattleDeploymentData defensiveWaveData, List <string> attackerWarBuffs, List <string> defenderWarBuffs, Dictionary <string, int> defenderSquadTroops, Dictionary <string, int> defenderChampions, List <string> attackerEquipment, List <string> defenderEquipment) { IDataController dc = Service.Get <IDataController>(); List <IAssetVO> list = new List <IAssetVO>(); if (battle == null || !battle.OverridePlayerUnits) { Inventory inventory = Service.Get <CurrentPlayer>().Inventory; ProjectileUtils.AddTroopProjectileAssets(inventory.Troop, list, dc); ProjectileUtils.AddSpecialAttackProjectileAssets(inventory.SpecialAttack, list, dc); ProjectileUtils.AddTroopProjectileAssets(inventory.Hero, list, dc); ProjectileUtils.AddTroopProjectileAssets(inventory.Champion, list, dc); } List <SquadDonatedTroop> troops = Service.Get <SquadController>().StateManager.Troops; if (troops != null) { int i = 0; int count = troops.Count; while (i < count) { ProjectileUtils.AddTroopProjectileAssets(troops[i].TroopUid, list, dc); i++; } } ProjectileUtils.AddTroopProjectileAssets(defenderSquadTroops, list, dc); ProjectileUtils.AddTroopProjectileAssets(defenderChampions, list, dc); ProjectileUtils.AddBattleProjectileAssets(map, battle, defensiveWaveData, attackerWarBuffs, defenderWarBuffs, attackerEquipment, defenderEquipment, list, dc); return(list); }
public unsafe static long $Invoke0(long instance, long *args) { ProjectileUtils.AddBattleProjectileAssets((Map)GCHandledObjects.GCHandleToObject(*args), (BattleTypeVO)GCHandledObjects.GCHandleToObject(args[1]), (BattleDeploymentData)GCHandledObjects.GCHandleToObject(args[2]), (List <string>)GCHandledObjects.GCHandleToObject(args[3]), (List <string>)GCHandledObjects.GCHandleToObject(args[4]), (List <string>)GCHandledObjects.GCHandleToObject(args[5]), (List <string>)GCHandledObjects.GCHandleToObject(args[6]), (List <IAssetVO>)GCHandledObjects.GCHandleToObject(args[7]), (IDataController)GCHandledObjects.GCHandleToObject(args[8])); return(-1L); }