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;
}