using UnityEngine; using System; using System.Collections; using Games.GlobeDefine; public class TeamInfo { public TeamInfo() { CleanUp(); } public void CleanUp() { TeamID = GlobeVar.INVALID_ID; m_Guid = GlobeVar.INVALID_GUID; m_szName = ""; m_nLevel = 0; m_nProfession = 0; m_nCombatNum = 0; } public bool IsValid() { return (m_Guid != GlobeVar.INVALID_GUID && m_TeamID != GlobeVar.INVALID_ID); } private int m_TeamID; //队伍ID public int TeamID { get { return m_TeamID; } set { m_TeamID = value; } } private UInt64 m_Guid; //队长GUID public UInt64 Guid { get { return m_Guid; } set { m_Guid = value; } } private string m_szName; //队长名字 public string Name { get { return m_szName; } set { m_szName = value; } } private int m_nLevel; //队长等级 public int Level { get { return m_nLevel; } set { m_nLevel = value; } } private int m_nProfession; //队长职业 public int Profession { get { return m_nProfession; } set { m_nProfession = value; } } private int m_nCombatNum; //队长战斗力 public int CombatNum { get { return m_nCombatNum; } set { m_nCombatNum = value; } } private int m_nDesID; //队伍目标 public int DesID { get { return m_nDesID; } set { m_nDesID = value; } } private int m_nLevelMin; //队伍最低等级 public int LevelMin { get { return m_nLevelMin; } set { m_nLevelMin = value; } } private int m_nLevelMax; //队伍最高等级 public int LevelMax { get { return m_nLevelMax; } set { m_nLevelMax = value; } } public int MemberNum; }