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JJBB/Assets/Project/Script/Player/Guild/GuildPreviewInfo.cs

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2024-08-23 15:49:34 +08:00
/********************************************************************************
* GuildPreviewInfo.cs
* \Script\Player\Guild\GuildPreviewInfo.cs
*
* 2014-04-22
*
*
*
*********************************************************************************/
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using Games.GlobeDefine;
public class GuildPreviewInfo
{
private UInt64 m_GuildGuid; //帮会GUID
public System.UInt64 GuildGuid
{
get { return m_GuildGuid; }
set { m_GuildGuid = value; }
}
private string m_GuildName; //帮会名称
public string GuildName
{
get { return m_GuildName; }
set { m_GuildName = value; }
}
private string m_GuildNotice; //帮主公告
public string GuildNotice
{
get { return m_GuildNotice; }
set { m_GuildNotice = value; }
}
private int m_GuildLevel; //帮会等级
public int GuildLevel
{
get { return m_GuildLevel; }
set { m_GuildLevel = value; }
}
private ulong m_GuildChiefGUID; //帮主GUID
public ulong GuildChiefGUID
{
get { return m_GuildChiefGUID; }
set { m_GuildChiefGUID = value; }
}
private string m_GuildChiefName; //帮主姓名
public string GuildChiefName
{
get { return m_GuildChiefName; }
set { m_GuildChiefName = value; }
}
private int m_GuildCurMemberNum; //帮会当前人数
public int GuildCurMemberNum
{
get { return m_GuildCurMemberNum; }
set { m_GuildCurMemberNum = value; }
}
private int m_GuildCombatValue; //帮会当前人数
public int GuildCombatValue
{
get { return m_GuildCombatValue; }
set { m_GuildCombatValue = value; }
}
private int m_GuildMaxMemberNum;
public int GuildMaxMemberNum
{
get { return m_GuildMaxMemberNum; }
set { m_GuildMaxMemberNum = value; }
}
private bool m_bIsEnemyGuild = false;
public bool IsEnemyGuild
{
get { return m_bIsEnemyGuild; }
set { m_bIsEnemyGuild = value; }
}
private int m_GuildCurApplyNum;
public int GuildCurApplyNum
{
get { return m_GuildCurApplyNum; }
set { m_GuildCurApplyNum = value; }
}
private int m_GuildMaxApplyNum;
public int GuildMaxApplyNum
{
get { return m_GuildMaxApplyNum; }
set { m_GuildMaxApplyNum = value; }
}
private float m_RespondOverTime;//响应结束时间
public float RespondOverTime
{
get { return m_RespondOverTime; }
set { m_RespondOverTime = value; }
}
}