/// <summary> /// Initializes a new instance of the GameModel class. /// </summary> /// <param name="status">Possible values include: 'Requesting', /// 'Playing', 'Rejected', 'Ended'</param> /// <param name="speed">Possible values include: 'UltraFast', 'Fast', /// 'Speedy', 'Normal', 'Slow', 'UltraSlow'</param> /// <param name="difficulty">Possible values include: 'Easy', 'Normal', /// 'Hard'</param> public GameModel(System.DateTime?createdAt = default(System.DateTime?), string createdBy = default(string), string opponentId = default(string), string userHeroId = default(string), string opponentHeroId = default(string), string status = default(string), IList <string> castles = default(IList <string>), PositionModel position = default(PositionModel), UserModel user = default(UserModel), HeroModel userHero = default(HeroModel), UserModel opponent = default(UserModel), HeroModel opponentHero = default(HeroModel), int?redCastleAmount = default(int?), int?blueCastleAmount = default(int?), int?neutrualCastleAmount = default(int?), OpponentExtInfoModel opponentExtInfo = default(OpponentExtInfoModel), bool?selfPlaying = default(bool?), string speed = default(string), string difficulty = default(string), GameArmySettingModel userArmySetting = default(GameArmySettingModel), GameArmySettingModel opponentArmySetting = default(GameArmySettingModel), IList <CastleRouteDto> routes = default(IList <CastleRouteDto>), string id = default(string)) { CreatedAt = createdAt; CreatedBy = createdBy; OpponentId = opponentId; UserHeroId = userHeroId; OpponentHeroId = opponentHeroId; Status = status; Castles = castles; Position = position; User = user; UserHero = userHero; Opponent = opponent; OpponentHero = opponentHero; RedCastleAmount = redCastleAmount; BlueCastleAmount = blueCastleAmount; NeutrualCastleAmount = neutrualCastleAmount; OpponentExtInfo = opponentExtInfo; SelfPlaying = selfPlaying; Speed = speed; Difficulty = difficulty; UserArmySetting = userArmySetting; OpponentArmySetting = opponentArmySetting; Routes = routes; Id = id; CustomInit(); }
/// <summary> /// Initializes a new instance of the DetailCastleStateModel class. /// </summary> /// <param name="productionState">Possible values include: 'OnGoing', /// 'Suspended'</param> /// <param name="currentUserArmy">Possible values include: 'Neutrual', /// 'Red', 'Blue'</param> /// <param name="army">Possible values include: 'Neutrual', 'Red', /// 'Blue'</param> public DetailCastleStateModel(HeroModel owner = default(HeroModel), UserModel ownerUser = default(UserModel), IList <SoldierModel> soldiers = default(IList <SoldierModel>), int?streamRevision = default(int?), IList <EventBaseModel> events = default(IList <EventBaseModel>), bool?canProductionSoldier = default(bool?), IList <HeroStateModel> heroes = default(IList <HeroStateModel>), double?revenue = default(double?), string revenueTime = default(string), string upkeepTime = default(string), bool?isNotEnoughCoinForProduction = default(bool?), string currentTroopType = default(string), IList <CastleTroopTypeModel> availableTroopTypes = default(IList <CastleTroopTypeModel>), bool?canChangeTroopType = default(bool?), string produceTroopType = default(string), string productionState = default(string), double?strength = default(double?), string currentUserArmy = default(string), bool?canUpgrade = default(bool?), string id = default(string), string name = default(string), int?soldiersAmount = default(int?), CastleTroopTypeModel castleTroopType = default(CastleTroopTypeModel), System.DateTime?produceExecuteAt = default(System.DateTime?), PositionModel position = default(PositionModel), string army = default(string), string ownerUserId = default(string), string ownerId = default(string), SiegeStateModel siege = default(SiegeStateModel)) { Owner = owner; OwnerUser = ownerUser; Soldiers = soldiers; StreamRevision = streamRevision; Events = events; CanProductionSoldier = canProductionSoldier; Heroes = heroes; Revenue = revenue; RevenueTime = revenueTime; UpkeepTime = upkeepTime; IsNotEnoughCoinForProduction = isNotEnoughCoinForProduction; CurrentTroopType = currentTroopType; AvailableTroopTypes = availableTroopTypes; CanChangeTroopType = canChangeTroopType; ProduceTroopType = produceTroopType; ProductionState = productionState; Strength = strength; CurrentUserArmy = currentUserArmy; CanUpgrade = canUpgrade; Id = id; Name = name; SoldiersAmount = soldiersAmount; CastleTroopType = castleTroopType; ProduceExecuteAt = produceExecuteAt; Position = position; Army = army; OwnerUserId = ownerUserId; OwnerId = ownerId; Siege = siege; CustomInit(); }