// GENERATE BY TOOLS, DO NOT EDIT! namespace Battle { public static class ProtoHelper { public static void BattleInfoAllToStruct(ProtoCSClass.BattleInfoAll cls, ref ProtoCSStruct.BattleInfoAll st) { st.Type = (ProtoCSStruct.CSBattleType)cls.Type; st.BattleId = cls.BattleId; st.MainlandId = cls.MainlandId; st.MainlandType = cls.MainlandType; st.RoleA.RoleBase.Uid = cls.RoleA.RoleBase.Uid; st.RoleA.RoleBase.Nick.SetString(cls.RoleA.RoleBase.Nick); st.RoleA.RoleBase.Gender = cls.RoleA.RoleBase.Gender; st.RoleA.RoleBase.Icon.SetString(cls.RoleA.RoleBase.Icon); st.RoleA.RoleBase.Exp = cls.RoleA.RoleBase.Exp; st.RoleA.RoleBase.Level = cls.RoleA.RoleBase.Level; st.RoleA.RoleBase.VipLevel = cls.RoleA.RoleBase.VipLevel; st.RoleA.RoleBase.Chip = cls.RoleA.RoleBase.Chip; st.RoleA.RoleBase.Diamond = cls.RoleA.RoleBase.Diamond; st.RoleA.RoleBase.LastLoginTime = cls.RoleA.RoleBase.LastLoginTime; st.RoleA.RoleBase.CreateTime = cls.RoleA.RoleBase.CreateTime; st.RoleA.RoleBase.OnlineTime = cls.RoleA.RoleBase.OnlineTime; st.RoleA.RoleBase.VipExp = cls.RoleA.RoleBase.VipExp; st.RoleA.RoleBase.Lang.SetString(cls.RoleA.RoleBase.Lang); st.RoleA.RoleBase.HeroExpPool = cls.RoleA.RoleBase.HeroExpPool; st.RoleA.RoleBase.RoleCreateComplete = cls.RoleA.RoleBase.RoleCreateComplete; st.RoleA.RoleBase.Power = cls.RoleA.RoleBase.Power; st.RoleA.GameServerId = cls.RoleA.GameServerId; st.RoleA.IconFrameId = cls.RoleA.IconFrameId; st.RoleA.RealmId = cls.RoleA.RealmId; st.RoleB.RoleBase.Uid = cls.RoleB.RoleBase.Uid; st.RoleB.RoleBase.Nick.SetString(cls.RoleB.RoleBase.Nick); st.RoleB.RoleBase.Gender = cls.RoleB.RoleBase.Gender; st.RoleB.RoleBase.Icon.SetString(cls.RoleB.RoleBase.Icon); st.RoleB.RoleBase.Exp = cls.RoleB.RoleBase.Exp; st.RoleB.RoleBase.Level = cls.RoleB.RoleBase.Level; st.RoleB.RoleBase.VipLevel = cls.RoleB.RoleBase.VipLevel; st.RoleB.RoleBase.Chip = cls.RoleB.RoleBase.Chip; st.RoleB.RoleBase.Diamond = cls.RoleB.RoleBase.Diamond; st.RoleB.RoleBase.LastLoginTime = cls.RoleB.RoleBase.LastLoginTime; st.RoleB.RoleBase.CreateTime = cls.RoleB.RoleBase.CreateTime; st.RoleB.RoleBase.OnlineTime = cls.RoleB.RoleBase.OnlineTime; st.RoleB.RoleBase.VipExp = cls.RoleB.RoleBase.VipExp; st.RoleB.RoleBase.Lang.SetString(cls.RoleB.RoleBase.Lang); st.RoleB.RoleBase.HeroExpPool = cls.RoleB.RoleBase.HeroExpPool; st.RoleB.RoleBase.RoleCreateComplete = cls.RoleB.RoleBase.RoleCreateComplete; st.RoleB.RoleBase.Power = cls.RoleB.RoleBase.Power; st.RoleB.GameServerId = cls.RoleB.GameServerId; st.RoleB.IconFrameId = cls.RoleB.IconFrameId; st.RoleB.RealmId = cls.RoleB.RealmId; st.HerosA.List.Clear(); for (int i = 0; i < cls.HerosA.List.Count; ++i) { st.HerosA.List.Add(new ProtoCSStruct.HeroInfo()); st.HerosA.List[i].Dbhero.SerialNum = cls.HerosA.List[i].Dbhero.SerialNum; st.HerosA.List[i].Dbhero.DescId = cls.HerosA.List[i].Dbhero.DescId; st.HerosA.List[i].Dbhero.Level = cls.HerosA.List[i].Dbhero.Level; st.HerosA.List[i].Dbhero.LevelData.FreePoint = cls.HerosA.List[i].Dbhero.LevelData.FreePoint; st.HerosA.List[i].Dbhero.LevelData.AddPoint.Clear(); for (int j = 0; j < cls.HerosA.List[i].Dbhero.LevelData.AddPoint.Count; ++j) { st.HerosA.List[i].Dbhero.LevelData.AddPoint.Add(new ProtoCSStruct.IDValue32()); st.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Id = cls.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Id; st.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Value = cls.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Value; } st.HerosA.List[i].Dbhero.Exp = cls.HerosA.List[i].Dbhero.Exp; st.HerosA.List[i].Dbhero.WearGem.Clear(); for (int j = 0; j < cls.HerosA.List[i].Dbhero.WearGem.Count; ++j) { st.HerosA.List[i].Dbhero.WearGem.Add(new ProtoCSStruct.DBGem()); st.HerosA.List[i].Dbhero.WearGem[j].ConfId = cls.HerosA.List[i].Dbhero.WearGem[j].ConfId; st.HerosA.List[i].Dbhero.WearGem[j].BaseProp.Clear(); for (int k = 0; k < cls.HerosA.List[i].Dbhero.WearGem[j].BaseProp.Count; ++k) { st.HerosA.List[i].Dbhero.WearGem[j].BaseProp.Add(new ProtoCSStruct.ID32Value64()); st.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Id = cls.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Id; st.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Value = cls.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Value; } st.HerosA.List[i].Dbhero.WearGem[j].GemType = cls.HerosA.List[i].Dbhero.WearGem[j].GemType; st.HerosA.List[i].Dbhero.WearGem[j].Pos = cls.HerosA.List[i].Dbhero.WearGem[j].Pos; st.HerosA.List[i].Dbhero.WearGem[j].Quality = cls.HerosA.List[i].Dbhero.WearGem[j].Quality; st.HerosA.List[i].Dbhero.WearGem[j].TalengId = cls.HerosA.List[i].Dbhero.WearGem[j].TalengId; st.HerosA.List[i].Dbhero.WearGem[j].Count = cls.HerosA.List[i].Dbhero.WearGem[j].Count; st.HerosA.List[i].Dbhero.WearGem[j].NewGet = cls.HerosA.List[i].Dbhero.WearGem[j].NewGet; st.HerosA.List[i].Dbhero.WearGem[j].Lock = cls.HerosA.List[i].Dbhero.WearGem[j].Lock; st.HerosA.List[i].Dbhero.WearGem[j].EffIdx = cls.HerosA.List[i].Dbhero.WearGem[j].EffIdx; st.HerosA.List[i].Dbhero.WearGem[j].ToPos = cls.HerosA.List[i].Dbhero.WearGem[j].ToPos; } st.HerosA.List[i].Dbhero.Skin = cls.HerosA.List[i].Dbhero.Skin; st.HerosA.List[i].Dbhero.Weapon1 = cls.HerosA.List[i].Dbhero.Weapon1; st.HerosA.List[i].Dbhero.Suits.Clear(); for (int j = 0; j < cls.HerosA.List[i].Dbhero.Suits.Count; ++j) { st.HerosA.List[i].Dbhero.Suits.Add(new ProtoCSStruct.TypeIDValue32()); st.HerosA.List[i].Dbhero.Suits[j].Type = cls.HerosA.List[i].Dbhero.Suits[j].Type; st.HerosA.List[i].Dbhero.Suits[j].Id = cls.HerosA.List[i].Dbhero.Suits[j].Id; st.HerosA.List[i].Dbhero.Suits[j].Value = cls.HerosA.List[i].Dbhero.Suits[j].Value; } st.HerosA.List[i].Dbhero.WearEquip.Clear(); for (int j = 0; j < cls.HerosA.List[i].Dbhero.WearEquip.Count; ++j) { st.HerosA.List[i].Dbhero.WearEquip.Add(new ProtoCSStruct.DBEquipment()); st.HerosA.List[i].Dbhero.WearEquip[j].SerialNum = cls.HerosA.List[i].Dbhero.WearEquip[j].SerialNum; st.HerosA.List[i].Dbhero.WearEquip[j].DescId = cls.HerosA.List[i].Dbhero.WearEquip[j].DescId; st.HerosA.List[i].Dbhero.WearEquip[j].Level = cls.HerosA.List[i].Dbhero.WearEquip[j].Level; st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp.Clear(); for (int k = 0; k < cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp.Count; ++k) { st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp.Add(new ProtoCSStruct.PropValue()); st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Id = cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Id; st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Value = cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Value; st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Max = cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Max; } st.HerosA.List[i].Dbhero.WearEquip[j].AddProp.Clear(); for (int k = 0; k < cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp.Count; ++k) { st.HerosA.List[i].Dbhero.WearEquip[j].AddProp.Add(new ProtoCSStruct.PropValue()); st.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Id = cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Id; st.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Value = cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Value; st.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Max = cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Max; } st.HerosA.List[i].Dbhero.WearEquip[j].Score = cls.HerosA.List[i].Dbhero.WearEquip[j].Score; st.HerosA.List[i].Dbhero.WearEquip[j].Element = cls.HerosA.List[i].Dbhero.WearEquip[j].Element; st.HerosA.List[i].Dbhero.WearEquip[j].Lock = cls.HerosA.List[i].Dbhero.WearEquip[j].Lock; st.HerosA.List[i].Dbhero.WearEquip[j].DepotId = cls.HerosA.List[i].Dbhero.WearEquip[j].DepotId; st.HerosA.List[i].Dbhero.WearEquip[j].Quality = cls.HerosA.List[i].Dbhero.WearEquip[j].Quality; st.HerosA.List[i].Dbhero.WearEquip[j].Pos = cls.HerosA.List[i].Dbhero.WearEquip[j].Pos; st.HerosA.List[i].Dbhero.WearEquip[j].NewGet = cls.HerosA.List[i].Dbhero.WearEquip[j].NewGet; } st.HerosA.List[i].Talent.TalentPage.Point = cls.HerosA.List[i].Talent.TalentPage.Point; st.HerosA.List[i].Talent.TalentPage.PageIndex = cls.HerosA.List[i].Talent.TalentPage.PageIndex; st.HerosA.List[i].Talent.TalentPage.IsActive = cls.HerosA.List[i].Talent.TalentPage.IsActive; st.HerosA.List[i].Talent.TalentPage.Items.Clear(); for (int j = 0; j < cls.HerosA.List[i].Talent.TalentPage.Items.Count; ++j) { st.HerosA.List[i].Talent.TalentPage.Items.Add(new ProtoCSStruct.IDValue32()); st.HerosA.List[i].Talent.TalentPage.Items[j].Id = cls.HerosA.List[i].Talent.TalentPage.Items[j].Id; st.HerosA.List[i].Talent.TalentPage.Items[j].Value = cls.HerosA.List[i].Talent.TalentPage.Items[j].Value; } st.HerosA.List[i].Talent.PeakData.Point = cls.HerosA.List[i].Talent.PeakData.Point; st.HerosA.List[i].Talent.PeakData.PageIndex = cls.HerosA.List[i].Talent.PeakData.PageIndex; st.HerosA.List[i].Talent.PeakData.IsActive = cls.HerosA.List[i].Talent.PeakData.IsActive; st.HerosA.List[i].Talent.PeakData.Items.Clear(); for (int j = 0; j < cls.HerosA.List[i].Talent.PeakData.Items.Count; ++j) { st.HerosA.List[i].Talent.PeakData.Items.Add(new ProtoCSStruct.IDValue32()); st.HerosA.List[i].Talent.PeakData.Items[j].Id = cls.HerosA.List[i].Talent.PeakData.Items[j].Id; st.HerosA.List[i].Talent.PeakData.Items[j].Value = cls.HerosA.List[i].Talent.PeakData.Items[j].Value; } st.HerosA.List[i].Win.Wing.DescId = cls.HerosA.List[i].Win.Wing.DescId; st.HerosA.List[i].Win.Wing.LevelId = cls.HerosA.List[i].Win.Wing.LevelId; st.HerosA.List[i].Win.Wing.RankId = cls.HerosA.List[i].Win.Wing.RankId; st.HerosA.List[i].Win.Wing.StarId = cls.HerosA.List[i].Win.Wing.StarId; st.HerosA.List[i].Win.Wing.WearId = cls.HerosA.List[i].Win.Wing.WearId; st.HerosA.List[i].Win.Wing.SkinId = cls.HerosA.List[i].Win.Wing.SkinId; st.HerosA.List[i].Win.Wing.RefitId = cls.HerosA.List[i].Win.Wing.RefitId; st.HerosA.List[i].Win.WingSkinList.Clear(); for (int j = 0; j < cls.HerosA.List[i].Win.WingSkinList.Count; ++j) { st.HerosA.List[i].Win.WingSkinList.Add(new ProtoCSStruct.DbWingsSkin()); st.HerosA.List[i].Win.WingSkinList[j].DescId = cls.HerosA.List[i].Win.WingSkinList[j].DescId; st.HerosA.List[i].Win.WingSkinList[j].RefitId = cls.HerosA.List[i].Win.WingSkinList[j].RefitId; st.HerosA.List[i].Win.WingSkinList[j].SerialNum = cls.HerosA.List[i].Win.WingSkinList[j].SerialNum; st.HerosA.List[i].Win.WingSkinList[j].NewGet = cls.HerosA.List[i].Win.WingSkinList[j].NewGet; } st.HerosA.List[i].PropView.Knight.PropVal.Clear(); for (int j = 0; j < cls.HerosA.List[i].PropView.Knight.PropVal.Count; ++j) { st.HerosA.List[i].PropView.Knight.PropVal.Add(new ProtoCSStruct.ID32Value64()); st.HerosA.List[i].PropView.Knight.PropVal[j].Id = cls.HerosA.List[i].PropView.Knight.PropVal[j].Id; st.HerosA.List[i].PropView.Knight.PropVal[j].Value = cls.HerosA.List[i].PropView.Knight.PropVal[j].Value; } } st.HerosB.List.Clear(); for (int i = 0; i < cls.HerosB.List.Count; ++i) { st.HerosB.List.Add(new ProtoCSStruct.HeroInfo()); st.HerosB.List[i].Dbhero.SerialNum = cls.HerosB.List[i].Dbhero.SerialNum; st.HerosB.List[i].Dbhero.DescId = cls.HerosB.List[i].Dbhero.DescId; st.HerosB.List[i].Dbhero.Level = cls.HerosB.List[i].Dbhero.Level; st.HerosB.List[i].Dbhero.LevelData.FreePoint = cls.HerosB.List[i].Dbhero.LevelData.FreePoint; st.HerosB.List[i].Dbhero.LevelData.AddPoint.Clear(); for (int j = 0; j < cls.HerosB.List[i].Dbhero.LevelData.AddPoint.Count; ++j) { st.HerosB.List[i].Dbhero.LevelData.AddPoint.Add(new ProtoCSStruct.IDValue32()); st.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Id = cls.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Id; st.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Value = cls.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Value; } st.HerosB.List[i].Dbhero.Exp = cls.HerosB.List[i].Dbhero.Exp; st.HerosB.List[i].Dbhero.WearGem.Clear(); for (int j = 0; j < cls.HerosB.List[i].Dbhero.WearGem.Count; ++j) { st.HerosB.List[i].Dbhero.WearGem.Add(new ProtoCSStruct.DBGem()); st.HerosB.List[i].Dbhero.WearGem[j].ConfId = cls.HerosB.List[i].Dbhero.WearGem[j].ConfId; st.HerosB.List[i].Dbhero.WearGem[j].BaseProp.Clear(); for (int k = 0; k < cls.HerosB.List[i].Dbhero.WearGem[j].BaseProp.Count; ++k) { st.HerosB.List[i].Dbhero.WearGem[j].BaseProp.Add(new ProtoCSStruct.ID32Value64()); st.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Id = cls.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Id; st.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Value = cls.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Value; } st.HerosB.List[i].Dbhero.WearGem[j].GemType = cls.HerosB.List[i].Dbhero.WearGem[j].GemType; st.HerosB.List[i].Dbhero.WearGem[j].Pos = cls.HerosB.List[i].Dbhero.WearGem[j].Pos; st.HerosB.List[i].Dbhero.WearGem[j].Quality = cls.HerosB.List[i].Dbhero.WearGem[j].Quality; st.HerosB.List[i].Dbhero.WearGem[j].TalengId = cls.HerosB.List[i].Dbhero.WearGem[j].TalengId; st.HerosB.List[i].Dbhero.WearGem[j].Count = cls.HerosB.List[i].Dbhero.WearGem[j].Count; st.HerosB.List[i].Dbhero.WearGem[j].NewGet = cls.HerosB.List[i].Dbhero.WearGem[j].NewGet; st.HerosB.List[i].Dbhero.WearGem[j].Lock = cls.HerosB.List[i].Dbhero.WearGem[j].Lock; st.HerosB.List[i].Dbhero.WearGem[j].EffIdx = cls.HerosB.List[i].Dbhero.WearGem[j].EffIdx; st.HerosB.List[i].Dbhero.WearGem[j].ToPos = cls.HerosB.List[i].Dbhero.WearGem[j].ToPos; } st.HerosB.List[i].Dbhero.Skin = cls.HerosB.List[i].Dbhero.Skin; st.HerosB.List[i].Dbhero.Weapon1 = cls.HerosB.List[i].Dbhero.Weapon1; st.HerosB.List[i].Dbhero.Suits.Clear(); for (int j = 0; j < cls.HerosB.List[i].Dbhero.Suits.Count; ++j) { st.HerosB.List[i].Dbhero.Suits.Add(new ProtoCSStruct.TypeIDValue32()); st.HerosB.List[i].Dbhero.Suits[j].Type = cls.HerosB.List[i].Dbhero.Suits[j].Type; st.HerosB.List[i].Dbhero.Suits[j].Id = cls.HerosB.List[i].Dbhero.Suits[j].Id; st.HerosB.List[i].Dbhero.Suits[j].Value = cls.HerosB.List[i].Dbhero.Suits[j].Value; } st.HerosB.List[i].Dbhero.WearEquip.Clear(); for (int j = 0; j < cls.HerosB.List[i].Dbhero.WearEquip.Count; ++j) { st.HerosB.List[i].Dbhero.WearEquip.Add(new ProtoCSStruct.DBEquipment()); st.HerosB.List[i].Dbhero.WearEquip[j].SerialNum = cls.HerosB.List[i].Dbhero.WearEquip[j].SerialNum; st.HerosB.List[i].Dbhero.WearEquip[j].DescId = cls.HerosB.List[i].Dbhero.WearEquip[j].DescId; st.HerosB.List[i].Dbhero.WearEquip[j].Level = cls.HerosB.List[i].Dbhero.WearEquip[j].Level; st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp.Clear(); for (int k = 0; k < cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp.Count; ++k) { st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp.Add(new ProtoCSStruct.PropValue()); st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Id = cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Id; st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Value = cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Value; st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Max = cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Max; } st.HerosB.List[i].Dbhero.WearEquip[j].AddProp.Clear(); for (int k = 0; k < cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp.Count; ++k) { st.HerosB.List[i].Dbhero.WearEquip[j].AddProp.Add(new ProtoCSStruct.PropValue()); st.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Id = cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Id; st.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Value = cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Value; st.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Max = cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Max; } st.HerosB.List[i].Dbhero.WearEquip[j].Score = cls.HerosB.List[i].Dbhero.WearEquip[j].Score; st.HerosB.List[i].Dbhero.WearEquip[j].Element = cls.HerosB.List[i].Dbhero.WearEquip[j].Element; st.HerosB.List[i].Dbhero.WearEquip[j].Lock = cls.HerosB.List[i].Dbhero.WearEquip[j].Lock; st.HerosB.List[i].Dbhero.WearEquip[j].DepotId = cls.HerosB.List[i].Dbhero.WearEquip[j].DepotId; st.HerosB.List[i].Dbhero.WearEquip[j].Quality = cls.HerosB.List[i].Dbhero.WearEquip[j].Quality; st.HerosB.List[i].Dbhero.WearEquip[j].Pos = cls.HerosB.List[i].Dbhero.WearEquip[j].Pos; st.HerosB.List[i].Dbhero.WearEquip[j].NewGet = cls.HerosB.List[i].Dbhero.WearEquip[j].NewGet; } st.HerosB.List[i].Talent.TalentPage.Point = cls.HerosB.List[i].Talent.TalentPage.Point; st.HerosB.List[i].Talent.TalentPage.PageIndex = cls.HerosB.List[i].Talent.TalentPage.PageIndex; st.HerosB.List[i].Talent.TalentPage.IsActive = cls.HerosB.List[i].Talent.TalentPage.IsActive; st.HerosB.List[i].Talent.TalentPage.Items.Clear(); for (int j = 0; j < cls.HerosB.List[i].Talent.TalentPage.Items.Count; ++j) { st.HerosB.List[i].Talent.TalentPage.Items.Add(new ProtoCSStruct.IDValue32()); st.HerosB.List[i].Talent.TalentPage.Items[j].Id = cls.HerosB.List[i].Talent.TalentPage.Items[j].Id; st.HerosB.List[i].Talent.TalentPage.Items[j].Value = cls.HerosB.List[i].Talent.TalentPage.Items[j].Value; } st.HerosB.List[i].Talent.PeakData.Point = cls.HerosB.List[i].Talent.PeakData.Point; st.HerosB.List[i].Talent.PeakData.PageIndex = cls.HerosB.List[i].Talent.PeakData.PageIndex; st.HerosB.List[i].Talent.PeakData.IsActive = cls.HerosB.List[i].Talent.PeakData.IsActive; st.HerosB.List[i].Talent.PeakData.Items.Clear(); for (int j = 0; j < cls.HerosB.List[i].Talent.PeakData.Items.Count; ++j) { st.HerosB.List[i].Talent.PeakData.Items.Add(new ProtoCSStruct.IDValue32()); st.HerosB.List[i].Talent.PeakData.Items[j].Id = cls.HerosB.List[i].Talent.PeakData.Items[j].Id; st.HerosB.List[i].Talent.PeakData.Items[j].Value = cls.HerosB.List[i].Talent.PeakData.Items[j].Value; } st.HerosB.List[i].Win.Wing.DescId = cls.HerosB.List[i].Win.Wing.DescId; st.HerosB.List[i].Win.Wing.LevelId = cls.HerosB.List[i].Win.Wing.LevelId; st.HerosB.List[i].Win.Wing.RankId = cls.HerosB.List[i].Win.Wing.RankId; st.HerosB.List[i].Win.Wing.StarId = cls.HerosB.List[i].Win.Wing.StarId; st.HerosB.List[i].Win.Wing.WearId = cls.HerosB.List[i].Win.Wing.WearId; st.HerosB.List[i].Win.Wing.SkinId = cls.HerosB.List[i].Win.Wing.SkinId; st.HerosB.List[i].Win.Wing.RefitId = cls.HerosB.List[i].Win.Wing.RefitId; st.HerosB.List[i].Win.WingSkinList.Clear(); for (int j = 0; j < cls.HerosB.List[i].Win.WingSkinList.Count; ++j) { st.HerosB.List[i].Win.WingSkinList.Add(new ProtoCSStruct.DbWingsSkin()); st.HerosB.List[i].Win.WingSkinList[j].DescId = cls.HerosB.List[i].Win.WingSkinList[j].DescId; st.HerosB.List[i].Win.WingSkinList[j].RefitId = cls.HerosB.List[i].Win.WingSkinList[j].RefitId; st.HerosB.List[i].Win.WingSkinList[j].SerialNum = cls.HerosB.List[i].Win.WingSkinList[j].SerialNum; st.HerosB.List[i].Win.WingSkinList[j].NewGet = cls.HerosB.List[i].Win.WingSkinList[j].NewGet; } st.HerosB.List[i].PropView.Knight.PropVal.Clear(); for (int j = 0; j < cls.HerosB.List[i].PropView.Knight.PropVal.Count; ++j) { st.HerosB.List[i].PropView.Knight.PropVal.Add(new ProtoCSStruct.ID32Value64()); st.HerosB.List[i].PropView.Knight.PropVal[j].Id = cls.HerosB.List[i].PropView.Knight.PropVal[j].Id; st.HerosB.List[i].PropView.Knight.PropVal[j].Value = cls.HerosB.List[i].PropView.Knight.PropVal[j].Value; } } st.BattleLog.Logs.Clear(); for (int i = 0; i < cls.BattleLog.Logs.Count; ++i) { st.BattleLog.Logs.Add(new ProtoCSStruct.BattleEventLogOne()); st.BattleLog.Logs[i].CasterId = cls.BattleLog.Logs[i].CasterId; st.BattleLog.Logs[i].TargetId = cls.BattleLog.Logs[i].TargetId; st.BattleLog.Logs[i].EventType = (ProtoCSStruct.BattleEventType)cls.BattleLog.Logs[i].EventType; st.BattleLog.Logs[i].ResultBit = cls.BattleLog.Logs[i].ResultBit; st.BattleLog.Logs[i].Damage = cls.BattleLog.Logs[i].Damage; st.BattleLog.Logs[i].Heal = cls.BattleLog.Logs[i].Heal; st.BattleLog.Logs[i].SpellId = cls.BattleLog.Logs[i].SpellId; st.BattleLog.Logs[i].EffectIdx = cls.BattleLog.Logs[i].EffectIdx; st.BattleLog.Logs[i].RandomNum = cls.BattleLog.Logs[i].RandomNum; } st.BattleResult = (ProtoCSStruct.CSBattleResult)cls.BattleResult; st.Smash = cls.Smash; st.Invincible = cls.Invincible; st.OverRound = cls.OverRound; } public static ProtoCSClass.BattleInfoAll BattleInfoAllToClass(ref ProtoCSStruct.BattleInfoAll st) { var cls = new ProtoCSClass.BattleInfoAll(); cls.Type = (ProtoCSClass.CSBattleType)st.Type; cls.BattleId = st.BattleId; cls.MainlandId = st.MainlandId; cls.MainlandType = st.MainlandType; cls.RoleA.RoleBase.Uid = st.RoleA.RoleBase.Uid; cls.RoleA.RoleBase.Nick = st.RoleA.RoleBase.Nick.GetString(); cls.RoleA.RoleBase.Gender = st.RoleA.RoleBase.Gender; cls.RoleA.RoleBase.Icon = st.RoleA.RoleBase.Icon.GetString(); cls.RoleA.RoleBase.Exp = st.RoleA.RoleBase.Exp; cls.RoleA.RoleBase.Level = st.RoleA.RoleBase.Level; cls.RoleA.RoleBase.VipLevel = st.RoleA.RoleBase.VipLevel; cls.RoleA.RoleBase.Chip = st.RoleA.RoleBase.Chip; cls.RoleA.RoleBase.Diamond = st.RoleA.RoleBase.Diamond; cls.RoleA.RoleBase.LastLoginTime = st.RoleA.RoleBase.LastLoginTime; cls.RoleA.RoleBase.CreateTime = st.RoleA.RoleBase.CreateTime; cls.RoleA.RoleBase.OnlineTime = st.RoleA.RoleBase.OnlineTime; cls.RoleA.RoleBase.VipExp = st.RoleA.RoleBase.VipExp; cls.RoleA.RoleBase.Lang = st.RoleA.RoleBase.Lang.GetString(); cls.RoleA.RoleBase.HeroExpPool = st.RoleA.RoleBase.HeroExpPool; cls.RoleA.RoleBase.RoleCreateComplete = st.RoleA.RoleBase.RoleCreateComplete; cls.RoleA.RoleBase.Power = st.RoleA.RoleBase.Power; cls.RoleA.GameServerId = st.RoleA.GameServerId; cls.RoleA.IconFrameId = st.RoleA.IconFrameId; cls.RoleA.RealmId = st.RoleA.RealmId; cls.RoleB.RoleBase.Uid = st.RoleB.RoleBase.Uid; cls.RoleB.RoleBase.Nick = st.RoleB.RoleBase.Nick.GetString(); cls.RoleB.RoleBase.Gender = st.RoleB.RoleBase.Gender; cls.RoleB.RoleBase.Icon = st.RoleB.RoleBase.Icon.GetString(); cls.RoleB.RoleBase.Exp = st.RoleB.RoleBase.Exp; cls.RoleB.RoleBase.Level = st.RoleB.RoleBase.Level; cls.RoleB.RoleBase.VipLevel = st.RoleB.RoleBase.VipLevel; cls.RoleB.RoleBase.Chip = st.RoleB.RoleBase.Chip; cls.RoleB.RoleBase.Diamond = st.RoleB.RoleBase.Diamond; cls.RoleB.RoleBase.LastLoginTime = st.RoleB.RoleBase.LastLoginTime; cls.RoleB.RoleBase.CreateTime = st.RoleB.RoleBase.CreateTime; cls.RoleB.RoleBase.OnlineTime = st.RoleB.RoleBase.OnlineTime; cls.RoleB.RoleBase.VipExp = st.RoleB.RoleBase.VipExp; cls.RoleB.RoleBase.Lang = st.RoleB.RoleBase.Lang.GetString(); cls.RoleB.RoleBase.HeroExpPool = st.RoleB.RoleBase.HeroExpPool; cls.RoleB.RoleBase.RoleCreateComplete = st.RoleB.RoleBase.RoleCreateComplete; cls.RoleB.RoleBase.Power = st.RoleB.RoleBase.Power; cls.RoleB.GameServerId = st.RoleB.GameServerId; cls.RoleB.IconFrameId = st.RoleB.IconFrameId; cls.RoleB.RealmId = st.RoleB.RealmId; for (int i = 0; i < st.HerosA.List.Count; ++i) { cls.HerosA.List.Add(new ProtoCSClass.HeroInfo()); cls.HerosA.List[i].Dbhero.SerialNum = st.HerosA.List[i].Dbhero.SerialNum; cls.HerosA.List[i].Dbhero.DescId = st.HerosA.List[i].Dbhero.DescId; cls.HerosA.List[i].Dbhero.Level = st.HerosA.List[i].Dbhero.Level; cls.HerosA.List[i].Dbhero.LevelData.FreePoint = st.HerosA.List[i].Dbhero.LevelData.FreePoint; for (int j = 0; j < st.HerosA.List[i].Dbhero.LevelData.AddPoint.Count; ++j) { cls.HerosA.List[i].Dbhero.LevelData.AddPoint.Add(new ProtoCSClass.IDValue32()); cls.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Id = st.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Id; cls.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Value = st.HerosA.List[i].Dbhero.LevelData.AddPoint[j].Value; } cls.HerosA.List[i].Dbhero.Exp = st.HerosA.List[i].Dbhero.Exp; for (int j = 0; j < st.HerosA.List[i].Dbhero.WearGem.Count; ++j) { cls.HerosA.List[i].Dbhero.WearGem.Add(new ProtoCSClass.DBGem()); cls.HerosA.List[i].Dbhero.WearGem[j].ConfId = st.HerosA.List[i].Dbhero.WearGem[j].ConfId; for (int k = 0; k < st.HerosA.List[i].Dbhero.WearGem[j].BaseProp.Count; ++k) { cls.HerosA.List[i].Dbhero.WearGem[j].BaseProp.Add(new ProtoCSClass.ID32Value64()); cls.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Id = st.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Id; cls.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Value = st.HerosA.List[i].Dbhero.WearGem[j].BaseProp[k].Value; } cls.HerosA.List[i].Dbhero.WearGem[j].GemType = st.HerosA.List[i].Dbhero.WearGem[j].GemType; cls.HerosA.List[i].Dbhero.WearGem[j].Pos = st.HerosA.List[i].Dbhero.WearGem[j].Pos; cls.HerosA.List[i].Dbhero.WearGem[j].Quality = st.HerosA.List[i].Dbhero.WearGem[j].Quality; cls.HerosA.List[i].Dbhero.WearGem[j].TalengId = st.HerosA.List[i].Dbhero.WearGem[j].TalengId; cls.HerosA.List[i].Dbhero.WearGem[j].Count = st.HerosA.List[i].Dbhero.WearGem[j].Count; cls.HerosA.List[i].Dbhero.WearGem[j].NewGet = st.HerosA.List[i].Dbhero.WearGem[j].NewGet; cls.HerosA.List[i].Dbhero.WearGem[j].Lock = st.HerosA.List[i].Dbhero.WearGem[j].Lock; cls.HerosA.List[i].Dbhero.WearGem[j].EffIdx = st.HerosA.List[i].Dbhero.WearGem[j].EffIdx; cls.HerosA.List[i].Dbhero.WearGem[j].ToPos = st.HerosA.List[i].Dbhero.WearGem[j].ToPos; } cls.HerosA.List[i].Dbhero.Skin = st.HerosA.List[i].Dbhero.Skin; cls.HerosA.List[i].Dbhero.Weapon1 = st.HerosA.List[i].Dbhero.Weapon1; for (int j = 0; j < st.HerosA.List[i].Dbhero.Suits.Count; ++j) { cls.HerosA.List[i].Dbhero.Suits.Add(new ProtoCSClass.TypeIDValue32()); cls.HerosA.List[i].Dbhero.Suits[j].Type = st.HerosA.List[i].Dbhero.Suits[j].Type; cls.HerosA.List[i].Dbhero.Suits[j].Id = st.HerosA.List[i].Dbhero.Suits[j].Id; cls.HerosA.List[i].Dbhero.Suits[j].Value = st.HerosA.List[i].Dbhero.Suits[j].Value; } for (int j = 0; j < st.HerosA.List[i].Dbhero.WearEquip.Count; ++j) { cls.HerosA.List[i].Dbhero.WearEquip.Add(new ProtoCSClass.DBEquipment()); cls.HerosA.List[i].Dbhero.WearEquip[j].SerialNum = st.HerosA.List[i].Dbhero.WearEquip[j].SerialNum; cls.HerosA.List[i].Dbhero.WearEquip[j].DescId = st.HerosA.List[i].Dbhero.WearEquip[j].DescId; cls.HerosA.List[i].Dbhero.WearEquip[j].Level = st.HerosA.List[i].Dbhero.WearEquip[j].Level; for (int k = 0; k < st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp.Count; ++k) { cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp.Add(new ProtoCSClass.PropValue()); cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Id = st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Id; cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Value = st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Value; cls.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Max = st.HerosA.List[i].Dbhero.WearEquip[j].BaseProp[k].Max; } for (int k = 0; k < st.HerosA.List[i].Dbhero.WearEquip[j].AddProp.Count; ++k) { cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp.Add(new ProtoCSClass.PropValue()); cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Id = st.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Id; cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Value = st.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Value; cls.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Max = st.HerosA.List[i].Dbhero.WearEquip[j].AddProp[k].Max; } cls.HerosA.List[i].Dbhero.WearEquip[j].Score = st.HerosA.List[i].Dbhero.WearEquip[j].Score; cls.HerosA.List[i].Dbhero.WearEquip[j].Element = st.HerosA.List[i].Dbhero.WearEquip[j].Element; cls.HerosA.List[i].Dbhero.WearEquip[j].Lock = st.HerosA.List[i].Dbhero.WearEquip[j].Lock; cls.HerosA.List[i].Dbhero.WearEquip[j].DepotId = st.HerosA.List[i].Dbhero.WearEquip[j].DepotId; cls.HerosA.List[i].Dbhero.WearEquip[j].Quality = st.HerosA.List[i].Dbhero.WearEquip[j].Quality; cls.HerosA.List[i].Dbhero.WearEquip[j].Pos = st.HerosA.List[i].Dbhero.WearEquip[j].Pos; cls.HerosA.List[i].Dbhero.WearEquip[j].NewGet = st.HerosA.List[i].Dbhero.WearEquip[j].NewGet; } cls.HerosA.List[i].Talent.TalentPage.Point = st.HerosA.List[i].Talent.TalentPage.Point; cls.HerosA.List[i].Talent.TalentPage.PageIndex = st.HerosA.List[i].Talent.TalentPage.PageIndex; cls.HerosA.List[i].Talent.TalentPage.IsActive = st.HerosA.List[i].Talent.TalentPage.IsActive; for (int j = 0; j < st.HerosA.List[i].Talent.TalentPage.Items.Count; ++j) { cls.HerosA.List[i].Talent.TalentPage.Items.Add(new ProtoCSClass.IDValue32()); cls.HerosA.List[i].Talent.TalentPage.Items[j].Id = st.HerosA.List[i].Talent.TalentPage.Items[j].Id; cls.HerosA.List[i].Talent.TalentPage.Items[j].Value = st.HerosA.List[i].Talent.TalentPage.Items[j].Value; } cls.HerosA.List[i].Talent.PeakData.Point = st.HerosA.List[i].Talent.PeakData.Point; cls.HerosA.List[i].Talent.PeakData.PageIndex = st.HerosA.List[i].Talent.PeakData.PageIndex; cls.HerosA.List[i].Talent.PeakData.IsActive = st.HerosA.List[i].Talent.PeakData.IsActive; for (int j = 0; j < st.HerosA.List[i].Talent.PeakData.Items.Count; ++j) { cls.HerosA.List[i].Talent.PeakData.Items.Add(new ProtoCSClass.IDValue32()); cls.HerosA.List[i].Talent.PeakData.Items[j].Id = st.HerosA.List[i].Talent.PeakData.Items[j].Id; cls.HerosA.List[i].Talent.PeakData.Items[j].Value = st.HerosA.List[i].Talent.PeakData.Items[j].Value; } cls.HerosA.List[i].Win.Wing.DescId = st.HerosA.List[i].Win.Wing.DescId; cls.HerosA.List[i].Win.Wing.LevelId = st.HerosA.List[i].Win.Wing.LevelId; cls.HerosA.List[i].Win.Wing.RankId = st.HerosA.List[i].Win.Wing.RankId; cls.HerosA.List[i].Win.Wing.StarId = st.HerosA.List[i].Win.Wing.StarId; cls.HerosA.List[i].Win.Wing.WearId = st.HerosA.List[i].Win.Wing.WearId; cls.HerosA.List[i].Win.Wing.SkinId = st.HerosA.List[i].Win.Wing.SkinId; cls.HerosA.List[i].Win.Wing.RefitId = st.HerosA.List[i].Win.Wing.RefitId; for (int j = 0; j < st.HerosA.List[i].Win.WingSkinList.Count; ++j) { cls.HerosA.List[i].Win.WingSkinList.Add(new ProtoCSClass.DbWingsSkin()); cls.HerosA.List[i].Win.WingSkinList[j].DescId = st.HerosA.List[i].Win.WingSkinList[j].DescId; cls.HerosA.List[i].Win.WingSkinList[j].RefitId = st.HerosA.List[i].Win.WingSkinList[j].RefitId; cls.HerosA.List[i].Win.WingSkinList[j].SerialNum = st.HerosA.List[i].Win.WingSkinList[j].SerialNum; cls.HerosA.List[i].Win.WingSkinList[j].NewGet = st.HerosA.List[i].Win.WingSkinList[j].NewGet; } for (int j = 0; j < st.HerosA.List[i].PropView.Knight.PropVal.Count; ++j) { cls.HerosA.List[i].PropView.Knight.PropVal.Add(new ProtoCSClass.ID32Value64()); cls.HerosA.List[i].PropView.Knight.PropVal[j].Id = st.HerosA.List[i].PropView.Knight.PropVal[j].Id; cls.HerosA.List[i].PropView.Knight.PropVal[j].Value = st.HerosA.List[i].PropView.Knight.PropVal[j].Value; } } for (int i = 0; i < st.HerosB.List.Count; ++i) { cls.HerosB.List.Add(new ProtoCSClass.HeroInfo()); cls.HerosB.List[i].Dbhero.SerialNum = st.HerosB.List[i].Dbhero.SerialNum; cls.HerosB.List[i].Dbhero.DescId = st.HerosB.List[i].Dbhero.DescId; cls.HerosB.List[i].Dbhero.Level = st.HerosB.List[i].Dbhero.Level; cls.HerosB.List[i].Dbhero.LevelData.FreePoint = st.HerosB.List[i].Dbhero.LevelData.FreePoint; for (int j = 0; j < st.HerosB.List[i].Dbhero.LevelData.AddPoint.Count; ++j) { cls.HerosB.List[i].Dbhero.LevelData.AddPoint.Add(new ProtoCSClass.IDValue32()); cls.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Id = st.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Id; cls.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Value = st.HerosB.List[i].Dbhero.LevelData.AddPoint[j].Value; } cls.HerosB.List[i].Dbhero.Exp = st.HerosB.List[i].Dbhero.Exp; for (int j = 0; j < st.HerosB.List[i].Dbhero.WearGem.Count; ++j) { cls.HerosB.List[i].Dbhero.WearGem.Add(new ProtoCSClass.DBGem()); cls.HerosB.List[i].Dbhero.WearGem[j].ConfId = st.HerosB.List[i].Dbhero.WearGem[j].ConfId; for (int k = 0; k < st.HerosB.List[i].Dbhero.WearGem[j].BaseProp.Count; ++k) { cls.HerosB.List[i].Dbhero.WearGem[j].BaseProp.Add(new ProtoCSClass.ID32Value64()); cls.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Id = st.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Id; cls.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Value = st.HerosB.List[i].Dbhero.WearGem[j].BaseProp[k].Value; } cls.HerosB.List[i].Dbhero.WearGem[j].GemType = st.HerosB.List[i].Dbhero.WearGem[j].GemType; cls.HerosB.List[i].Dbhero.WearGem[j].Pos = st.HerosB.List[i].Dbhero.WearGem[j].Pos; cls.HerosB.List[i].Dbhero.WearGem[j].Quality = st.HerosB.List[i].Dbhero.WearGem[j].Quality; cls.HerosB.List[i].Dbhero.WearGem[j].TalengId = st.HerosB.List[i].Dbhero.WearGem[j].TalengId; cls.HerosB.List[i].Dbhero.WearGem[j].Count = st.HerosB.List[i].Dbhero.WearGem[j].Count; cls.HerosB.List[i].Dbhero.WearGem[j].NewGet = st.HerosB.List[i].Dbhero.WearGem[j].NewGet; cls.HerosB.List[i].Dbhero.WearGem[j].Lock = st.HerosB.List[i].Dbhero.WearGem[j].Lock; cls.HerosB.List[i].Dbhero.WearGem[j].EffIdx = st.HerosB.List[i].Dbhero.WearGem[j].EffIdx; cls.HerosB.List[i].Dbhero.WearGem[j].ToPos = st.HerosB.List[i].Dbhero.WearGem[j].ToPos; } cls.HerosB.List[i].Dbhero.Skin = st.HerosB.List[i].Dbhero.Skin; cls.HerosB.List[i].Dbhero.Weapon1 = st.HerosB.List[i].Dbhero.Weapon1; for (int j = 0; j < st.HerosB.List[i].Dbhero.Suits.Count; ++j) { cls.HerosB.List[i].Dbhero.Suits.Add(new ProtoCSClass.TypeIDValue32()); cls.HerosB.List[i].Dbhero.Suits[j].Type = st.HerosB.List[i].Dbhero.Suits[j].Type; cls.HerosB.List[i].Dbhero.Suits[j].Id = st.HerosB.List[i].Dbhero.Suits[j].Id; cls.HerosB.List[i].Dbhero.Suits[j].Value = st.HerosB.List[i].Dbhero.Suits[j].Value; } for (int j = 0; j < st.HerosB.List[i].Dbhero.WearEquip.Count; ++j) { cls.HerosB.List[i].Dbhero.WearEquip.Add(new ProtoCSClass.DBEquipment()); cls.HerosB.List[i].Dbhero.WearEquip[j].SerialNum = st.HerosB.List[i].Dbhero.WearEquip[j].SerialNum; cls.HerosB.List[i].Dbhero.WearEquip[j].DescId = st.HerosB.List[i].Dbhero.WearEquip[j].DescId; cls.HerosB.List[i].Dbhero.WearEquip[j].Level = st.HerosB.List[i].Dbhero.WearEquip[j].Level; for (int k = 0; k < st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp.Count; ++k) { cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp.Add(new ProtoCSClass.PropValue()); cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Id = st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Id; cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Value = st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Value; cls.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Max = st.HerosB.List[i].Dbhero.WearEquip[j].BaseProp[k].Max; } for (int k = 0; k < st.HerosB.List[i].Dbhero.WearEquip[j].AddProp.Count; ++k) { cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp.Add(new ProtoCSClass.PropValue()); cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Id = st.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Id; cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Value = st.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Value; cls.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Max = st.HerosB.List[i].Dbhero.WearEquip[j].AddProp[k].Max; } cls.HerosB.List[i].Dbhero.WearEquip[j].Score = st.HerosB.List[i].Dbhero.WearEquip[j].Score; cls.HerosB.List[i].Dbhero.WearEquip[j].Element = st.HerosB.List[i].Dbhero.WearEquip[j].Element; cls.HerosB.List[i].Dbhero.WearEquip[j].Lock = st.HerosB.List[i].Dbhero.WearEquip[j].Lock; cls.HerosB.List[i].Dbhero.WearEquip[j].DepotId = st.HerosB.List[i].Dbhero.WearEquip[j].DepotId; cls.HerosB.List[i].Dbhero.WearEquip[j].Quality = st.HerosB.List[i].Dbhero.WearEquip[j].Quality; cls.HerosB.List[i].Dbhero.WearEquip[j].Pos = st.HerosB.List[i].Dbhero.WearEquip[j].Pos; cls.HerosB.List[i].Dbhero.WearEquip[j].NewGet = st.HerosB.List[i].Dbhero.WearEquip[j].NewGet; } cls.HerosB.List[i].Talent.TalentPage.Point = st.HerosB.List[i].Talent.TalentPage.Point; cls.HerosB.List[i].Talent.TalentPage.PageIndex = st.HerosB.List[i].Talent.TalentPage.PageIndex; cls.HerosB.List[i].Talent.TalentPage.IsActive = st.HerosB.List[i].Talent.TalentPage.IsActive; for (int j = 0; j < st.HerosB.List[i].Talent.TalentPage.Items.Count; ++j) { cls.HerosB.List[i].Talent.TalentPage.Items.Add(new ProtoCSClass.IDValue32()); cls.HerosB.List[i].Talent.TalentPage.Items[j].Id = st.HerosB.List[i].Talent.TalentPage.Items[j].Id; cls.HerosB.List[i].Talent.TalentPage.Items[j].Value = st.HerosB.List[i].Talent.TalentPage.Items[j].Value; } cls.HerosB.List[i].Talent.PeakData.Point = st.HerosB.List[i].Talent.PeakData.Point; cls.HerosB.List[i].Talent.PeakData.PageIndex = st.HerosB.List[i].Talent.PeakData.PageIndex; cls.HerosB.List[i].Talent.PeakData.IsActive = st.HerosB.List[i].Talent.PeakData.IsActive; for (int j = 0; j < st.HerosB.List[i].Talent.PeakData.Items.Count; ++j) { cls.HerosB.List[i].Talent.PeakData.Items.Add(new ProtoCSClass.IDValue32()); cls.HerosB.List[i].Talent.PeakData.Items[j].Id = st.HerosB.List[i].Talent.PeakData.Items[j].Id; cls.HerosB.List[i].Talent.PeakData.Items[j].Value = st.HerosB.List[i].Talent.PeakData.Items[j].Value; } cls.HerosB.List[i].Win.Wing.DescId = st.HerosB.List[i].Win.Wing.DescId; cls.HerosB.List[i].Win.Wing.LevelId = st.HerosB.List[i].Win.Wing.LevelId; cls.HerosB.List[i].Win.Wing.RankId = st.HerosB.List[i].Win.Wing.RankId; cls.HerosB.List[i].Win.Wing.StarId = st.HerosB.List[i].Win.Wing.StarId; cls.HerosB.List[i].Win.Wing.WearId = st.HerosB.List[i].Win.Wing.WearId; cls.HerosB.List[i].Win.Wing.SkinId = st.HerosB.List[i].Win.Wing.SkinId; cls.HerosB.List[i].Win.Wing.RefitId = st.HerosB.List[i].Win.Wing.RefitId; for (int j = 0; j < st.HerosB.List[i].Win.WingSkinList.Count; ++j) { cls.HerosB.List[i].Win.WingSkinList.Add(new ProtoCSClass.DbWingsSkin()); cls.HerosB.List[i].Win.WingSkinList[j].DescId = st.HerosB.List[i].Win.WingSkinList[j].DescId; cls.HerosB.List[i].Win.WingSkinList[j].RefitId = st.HerosB.List[i].Win.WingSkinList[j].RefitId; cls.HerosB.List[i].Win.WingSkinList[j].SerialNum = st.HerosB.List[i].Win.WingSkinList[j].SerialNum; cls.HerosB.List[i].Win.WingSkinList[j].NewGet = st.HerosB.List[i].Win.WingSkinList[j].NewGet; } for (int j = 0; j < st.HerosB.List[i].PropView.Knight.PropVal.Count; ++j) { cls.HerosB.List[i].PropView.Knight.PropVal.Add(new ProtoCSClass.ID32Value64()); cls.HerosB.List[i].PropView.Knight.PropVal[j].Id = st.HerosB.List[i].PropView.Knight.PropVal[j].Id; cls.HerosB.List[i].PropView.Knight.PropVal[j].Value = st.HerosB.List[i].PropView.Knight.PropVal[j].Value; } } for (int i = 0; i < st.BattleLog.Logs.Count; ++i) { cls.BattleLog.Logs.Add(new ProtoCSClass.BattleEventLogOne()); cls.BattleLog.Logs[i].CasterId = st.BattleLog.Logs[i].CasterId; cls.BattleLog.Logs[i].TargetId = st.BattleLog.Logs[i].TargetId; cls.BattleLog.Logs[i].EventType = (ProtoCSClass.BattleEventType)st.BattleLog.Logs[i].EventType; cls.BattleLog.Logs[i].ResultBit = st.BattleLog.Logs[i].ResultBit; cls.BattleLog.Logs[i].Damage = st.BattleLog.Logs[i].Damage; cls.BattleLog.Logs[i].Heal = st.BattleLog.Logs[i].Heal; cls.BattleLog.Logs[i].SpellId = st.BattleLog.Logs[i].SpellId; cls.BattleLog.Logs[i].EffectIdx = st.BattleLog.Logs[i].EffectIdx; cls.BattleLog.Logs[i].RandomNum = st.BattleLog.Logs[i].RandomNum; } cls.BattleResult = (ProtoCSClass.CSBattleResult)st.BattleResult; cls.Smash = st.Smash; cls.Invincible = st.Invincible; cls.OverRound = st.OverRound; return cls; } } }