메소드 | 설명 | |
---|---|---|
Character ( ICharacterResponse response, string username, ISession session, |
Creates a new Character instance, calculated from a CharacterResponse. The character's loaded status is initially set to true.
|
|
Character ( int rank, string username, string guild, int level, int honor, ISession session ) : System |
Creates a new Character instance, without its details loaded.
|
|
Refresh ( bool force = false ) : System.Threading.Tasks.Task |
Refreshes the data of the character by requesting it again.
|
메소드 | 설명 | |
---|---|---|
NotifyOfPropertyChange ( [ propertyName = null ) : void |
메소드 | 설명 | |
---|---|---|
LoadFromSavegame ( ISavegame sg ) : void |
public Character ( ICharacterResponse response, string username, ISession session, |
||
response | ICharacterResponse | The |
username | string | The username of the character. |
session | ISession | The session, where the character is going to be attatched to. |
serverUri | The server |
|
리턴 | System |
public Character ( int rank, string username, string guild, int level, int honor, ISession session ) : System | ||
rank | int | The character's rank. |
username | string | The character's username. |
guild | string | The character's guild. |
level | int | The character's level. |
honor | int | The character's honor. |
session | ISession | The session, where the character is going to be attatched to. |
리턴 | System |
protected NotifyOfPropertyChange ( [ propertyName = null ) : void | ||
propertyName | [ | |
리턴 | void |
public Refresh ( bool force = false ) : System.Threading.Tasks.Task | ||
force | bool | Indicates whether request shall be forced, even if the character has already been loaded. |
리턴 | System.Threading.Tasks.Task |