| | |
| | | { |
| | | sceneList = new List<Scene>(); |
| | | } |
| | | for (int i = 0; i < FunctionList.List.scenes.Count;) |
| | | { |
| | | var localScene = FunctionList.List.scenes[i]; |
| | | if (localScene == null) |
| | | { |
| | | FunctionList.List.scenes.Remove(localScene); |
| | | continue; |
| | | } |
| | | var newScene = sceneList.Find((obj) => obj.userSceneId == localScene.userSceneId); |
| | | if (newScene == null)//如果云端最新数据没有该条数据,则本地需要删掉该数据记录 |
| | | { |
| | | FunctionList.List.DeleteScene(localScene, false); |
| | | } |
| | | else |
| | | { |
| | | i++; |
| | | if (localScene.modifyTime != newScene.modifyTime) |
| | | { |
| | | localScene.name = newScene.name; |
| | | localScene.collect = newScene.collect; |
| | | localScene.modifyTime = newScene.modifyTime; |
| | | localScene.roomIds = newScene.roomIds; |
| | | localScene.image = newScene.image; |
| | | localScene.SaveSceneFile(); |
| | | } |
| | | sceneList.Remove(newScene);//操作完的数据清理掉,剩下的就是新增的功能 |
| | | } |
| | | } |
| | | //for (int i = 0; i < FunctionList.List.scenes.Count;) |
| | | //{ |
| | | // var localScene = FunctionList.List.scenes[i]; |
| | | // if (localScene == null) |
| | | // { |
| | | // FunctionList.List.scenes.Remove(localScene); |
| | | // continue; |
| | | // } |
| | | // var newScene = sceneList.Find((obj) => obj.userSceneId == localScene.userSceneId); |
| | | // if (newScene == null)//如果云端最新数据没有该条数据,则本地需要删掉该数据记录 |
| | | // { |
| | | // FunctionList.List.DeleteScene(localScene, false); |
| | | // } |
| | | // else |
| | | // { |
| | | // i++; |
| | | // if (localScene.modifyTime != newScene.modifyTime) |
| | | // { |
| | | // localScene.name = newScene.name; |
| | | // localScene.collect = newScene.collect; |
| | | // localScene.modifyTime = newScene.modifyTime; |
| | | // localScene.roomIds = newScene.roomIds; |
| | | // localScene.image = newScene.image; |
| | | // localScene.SaveSceneFile(); |
| | | // } |
| | | // sceneList.Remove(newScene);//操作完的数据清理掉,剩下的就是新增的功能 |
| | | // } |
| | | //} |
| | | |
| | | FunctionList.List.scenes.Clear(); |
| | | |
| | | //处理剩下的新增功能 |
| | | foreach (var tempScene in sceneList) |
| | | { |