namespace Elisa.Common.Models; public class AccomplishQuestList { public int[] accomplish_quest_list; } public class Battlepass { public int battlepass_id; public int extra_bonus; public string free_bonus; public int id; public int is_expired; public string paid_bonus; public long user_id; } public class Daily { public string accomplish_quest_list; public string daily_quest_list; public int end_time; public int id; public Progress progress; public string refresh_count; public int user_id; public class Progress { public int adjust_equip; public int auto_battle; public int battery_collect; public int borrow_friend_team; public int coin_mission; public int complete_squad_daily; public int develop_equip; public int develop_gun; public int eat; public int eat_equip; public int explore; public int fix; public int from_friend_build_coin; public int gift; public int heart_collect; public int like; public int mission; public int operation; public int recycle; public int rescue; public int s_win; public int sangvis_daily_retrieval; public int sangvis_exercise; public int squad_data_analyse; public int upgrade; public int upgrade_dummy; public int upgrade_equip; public int upgrade_skill; public int upgrade_value; public int win_armor; public int win_armorperson; public int win_armorrobot; public int win_boss; public int win_normal; public int win_person; public int win_robot; } } public class DailyInfo { public List fight_environment_skill_info; public TicketInfo ticket_info; } public class DailyMapWithUserInfo { public string event_options; public int id; public string mission; public int spot_id; public int spot_num; public int spot_type; public int user_id; } public class DailyStatusWithUserInfo { public int difficulty; public int ex_ticket; public string fight_environment_skill; public int id; public int map_id; public int prev_spot_id; public int skill_incr_id; public int spot_id; public int total_boss_num; public int total_complete_num; public int total_spot_num; public long user_id; } public class SquadDataDaily { public int count; public string last_finish_time; public int receive; public int squad_id; public string type; public long user_id; } public class TicketInfo { public Resource rs; } public class Weekly { public string accomplish_quest_list; public int end_time; public int id; public string locked_quest_list; public Progress progress; public string refresh_count; public int user_id; public int weekly_accumulation; public string weekly_quest_list; public class Progress { public int adjust_equip; public int adjust_fairy; public int auto_battle; public int battery_collect; public int chess; public int coin_mission; public int complete_squad_daily; public int consume_aid; public int develop_equip; public int develop_gun; public int eat; public int eat_equip; public int eat_fairy; public int explore; public int fix; public int operation; public int procurement; public int retire_gun; public int s_win; public int sangvis_daily_retrieval; public int sangvis_exercise; public int sp_develop; public int special_develop_equip; public int special_develop_gun; public int squad_data_analyse; public int squad_eat_chip; public int upgrade; public int upgrade_skill; public int win_armor; public int win_armorperson; public int win_armorrobot; public int win_boss; public int win_enemy; public int win_normal; public int win_person; public int win_robot; } }