using System; using System.ComponentModel; using System.Xml.Serialization; using ProtoBuf; namespace KKSG { [ProtoContract(Name = "HeroBattleSyncData")] [Serializable] public class HeroBattleSyncData : IExtensible { [ProtoMember(1, IsRequired = false, Name = "occupant", DataFormat = DataFormat.TwosComplement)] public uint occupant { get { return this._occupant ?? 0u; } set { this._occupant = new uint?(value); } } [XmlIgnore] [Browsable(false)] public bool occupantSpecified { get { return this._occupant != null; } set { bool flag = value == (this._occupant == null); if (flag) { this._occupant = (value ? new uint?(this.occupant) : null); } } } [ProtoMember(2, IsRequired = false, Name = "lootTeam", DataFormat = DataFormat.TwosComplement)] public uint lootTeam { get { return this._lootTeam ?? 0u; } set { this._lootTeam = new uint?(value); } } [XmlIgnore] [Browsable(false)] public bool lootTeamSpecified { get { return this._lootTeam != null; } set { bool flag = value == (this._lootTeam == null); if (flag) { this._lootTeam = (value ? new uint?(this.lootTeam) : null); } } } [ProtoMember(3, IsRequired = false, Name = "lootProgress", DataFormat = DataFormat.FixedSize)] public float lootProgress { get { return this._lootProgress ?? 0f; } set { this._lootProgress = new float?(value); } } [XmlIgnore] [Browsable(false)] public bool lootProgressSpecified { get { return this._lootProgress != null; } set { bool flag = value == (this._lootProgress == null); if (flag) { this._lootProgress = (value ? new float?(this.lootProgress) : null); } } } [ProtoMember(4, IsRequired = false, Name = "isInFight", DataFormat = DataFormat.Default)] public bool isInFight { get { return this._isInFight ?? false; } set { this._isInFight = new bool?(value); } } [XmlIgnore] [Browsable(false)] public bool isInFightSpecified { get { return this._isInFight != null; } set { bool flag = value == (this._isInFight == null); if (flag) { this._isInFight = (value ? new bool?(this.isInFight) : null); } } } private uint? _occupant; private uint? _lootTeam; private float? _lootProgress; private bool? _isInFight; private IExtension extensionObject; private bool ShouldSerializeoccupant() { return this.occupantSpecified; } private void Resetoccupant() { this.occupantSpecified = false; } private bool ShouldSerializelootTeam() { return this.lootTeamSpecified; } private void ResetlootTeam() { this.lootTeamSpecified = false; } private bool ShouldSerializelootProgress() { return this.lootProgressSpecified; } private void ResetlootProgress() { this.lootProgressSpecified = false; } private bool ShouldSerializeisInFight() { return this.isInFightSpecified; } private void ResetisInFight() { this.isInFightSpecified = false; } IExtension IExtensible.GetExtensionObject(bool createIfMissing) { return Extensible.GetExtensionObject(ref this.extensionObject, createIfMissing); } } }