/******************************************************************************** * 文件名: GuildPreviewInfo.cs * 全路径: \Script\Player\Guild\GuildPreviewInfo.cs * 创建人: 李嘉 * 创建时间:2014-04-22 * * 功能说明:帮会列表中所需要的数据 * 修改记录: *********************************************************************************/ 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; } } }