/******************************************************************** filename: MasterMember.cs date: 2014-5-7 16-37 author: tangyi purpose: 师门成员数据结构 * * modify log: 2014-5-28 Lijia: 客户端效率优化,把MasterMember从class改为struct *********************************************************************/ using System; using Games.GlobeDefine; public struct MasterMember { //public MasterMember() //{ // CleanUp(); //} public void CleanUp() { m_Guid = GlobeVar.INVALID_GUID; m_MemberName = ""; m_GuildName = ""; m_nVIP = 0; m_nLevel = 0; m_nCombatValue = 0; m_nTorch = 0; m_nLastLogin = 0; m_nProfession = 0; m_nState = 0; m_nIsReserve = 0; } public bool IsValid() { return (m_Guid != GlobeVar.INVALID_GUID); } //是否待审批成员 public bool IsReserveMember() { return (m_nIsReserve == 1); } //GUID private UInt64 m_Guid; public UInt64 Guid { get { return m_Guid; } set { m_Guid = value; } } //名字 private string m_MemberName; public string MemberName { get { return m_MemberName; } set { m_MemberName = value; } } //所在帮会名称 private string m_GuildName; public string GuildName { get { return m_GuildName; } set { m_GuildName = value; } } //VIP等级 private int m_nVIP; public int VIP { get { return m_nVIP; } set { m_nVIP = value; } } //等级 private int m_nLevel; public int Level { get { return m_nLevel; } set { m_nLevel = value; } } //职业 private int m_nProfession; public int Profession { get { return m_nProfession; } set { m_nProfession = value; } } //战斗力 private int m_nCombatValue; public int CombatValue { get { return m_nCombatValue; } set { m_nCombatValue = value; } } //薪火 private int m_nTorch; public int Torch { get { return m_nTorch; } set { m_nTorch = value; } } //最后登录时间 private int m_nLastLogin; public int LastLogin { get { return m_nLastLogin; } set { m_nLastLogin = value; } } //会员状态 private int m_nState; public int State { get { return m_nState; } set { m_nState = value; } } //是否待审批 private int m_nIsReserve; public int IsReserve { get { return m_nIsReserve; } set { m_nIsReserve = value; } } }