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