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JJBB/Assets/Project/Script/Player/Master/MasterMember.cs
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/********************************************************************
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; }
}
}