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using System;
 
public class PlayerBaseData
{
    public string AccID;    //_KEY_i_帐号名, 该角色所在的帐号的用户名
    public uint PlayerID;    //_IDT_
    public string PlayerName;    //size = 14
    public byte GMLevel;    //GM等级, 0:不是GM  >=1 : GM的等级
    public byte Job;    //职业, 
    public ushort LV;    //等级
    public int TitleID;
    public uint ExpPoint;    //扩充经验点数(亿)
    public uint TotalExp;    //总经验(小于亿部分)
    public ulong curExp { get { return ExpPoint + TotalExp * Constants.ExpPointValue; } }
    public uint FamilyId;    //家族
    public string FamilyName;    //家族名称
    public uint diamond;    //仙玉
    public uint bindDiamond;  //灵石
    public uint copper;    //铜钱
    public ulong allCopper { get { return (ulong)copper + (ulong)copperExtend * Constants.ExpPointValue; } }
    public ulong FightPoint;    //战斗值
    public ushort MapID;    //角色所在地图  地图规则:C/S一一对应的常规地图,C假地图(ExAttr14),多C一个S地图(ExAttr3)
    public ushort PosX;    //角色坐标
    public ushort PosY;
    public ulong HP;    //当前HP
    public uint FreePoint;    //未分配点数
    public uint FreeSkillPoint;    //未分配的技能点
    public int STR;    //力量
    public int PNE;    //真元
    public int PHY;    //筋骨
    public int CON;    //体魄
    public string Setting;    //设定
    public byte AttackMode;    //攻击模式
    public byte FBID;    //fb id
    public byte realmLevel;    //官职
    public byte VIPLv;    //VIP等级
    public uint ExAttr1;    // 协助目标玩家ID,非0变0退出协助
    public uint teamAutoOperateFlag;    //扩展属性2,各项目专用
    public int dungeonLineId;    // 副本线路id
    public int dungeonMapId;    // 副本用作 DataMapId,单人副本存在1.假副本 2.服务端1对客户端多地图同分线 3.服务端1对客户端多地图不同分线
    public uint shield;    //护盾值
    public uint CrossServerFlag;    //跨服标识,大于2标识在跨服状态,值是跨服地图的datamapid
    public uint copperExtend;    //扩展属性6,各项目专用
    public uint sp;    //扩展属性7,各项目专用
    public uint spExtend;    //扩展属性8,各项目专用
    public uint bubbleId;    //扩展属性10,各项目专用
    public uint ExAttr11;    //预留的扩展属性字段,用来存放项目特定的属性121 现金代币(代金券)
    public uint ExAttr16;    //预留的扩展属性字段,用来存放项目特定的属性    全身特效
    public uint ServerGroupId;    //服务器组ID
    public uint hangTime;//现为脱机挂剩余时间 23
    public uint faction; //阵营 107
    uint m_coinPointTotal;
    public int face;//头像
    public int facePic;//头像外框
 
    public uint coinPointTotal { 
        private get { return m_coinPointTotal; }
        set {
            CoinChangeEvent?.Invoke((int)m_coinPointTotal, (int)value);
            m_coinPointTotal = value;
        }
    }//已充值金额,单位分 112 越南盾真实充值金额
 
    public event Action<int, int> CoinChangeEvent;
    public float coinTotal
    {
        get
        {
            return UIHelper.GetRealCoin((int)coinPointTotal);
        }
    }
 
    public int BasicsMinimum;//基础最小攻击
    public int BasicsMaxAttack;//基础最大攻击
    public int BasicsLife;//基础生命
    public int BasicsDefense;//基础防御
    public int BasicsScoreAHit;//基础命中
    public int BasicsDodge;//基础闪避
    public uint equipShowSwitch;//装备显隐开关
    public int mater;//灵根属性——金
    public int wood;//灵根属性——木
    public int water;//灵根属性——水
    public int fire;//灵根属性——火
    public int earth;//灵根属性——土
    public int NormalHurt;
    public int NormalHurtPer;
    public int FabaoHurt;
    public int FabaoHurtPer;
    public int reduceCrit;//暴击抗性
    public int reduceHeartHurt;//会心一击伤害固定值减免
    public int reduceFinalHurt;//最终伤害百分比减免
 
    public int yinjiCount;//当前印记数量
    public int yinjiTime;//印记转圈时间
 
    public int skillAddPerA;//定海神针技能伤害百分比
    public int skillAddPerB; //皓月枪技能伤害百分比
    public int skillAddPerC; //鬼牙刃技能伤害百分比
    public int skillAddPerD; //磐龙印技能伤害百分比
    public int skillAddPerE; //杏黄旗技能伤害百分比
    public int skillAddPerF;//嗜天斧技能伤害百分比
    public int skillAddPerG; //射日神弓技能伤害百分比
    public int skillReducePerA; //定海神针技能减伤百分比
    public int skillReducePerB; //皓月枪技能减伤百分比
    public int skillReducePerC; //鬼牙刃技能减伤百分比
    public int skillReducePerD; //磐龙印技能减伤百分比
    public int skillReducePerE; //杏黄旗技能减伤百分比
    public int skillReducePerF; //嗜天斧技能减伤百分比
    public int skillReducePerG; //射日神弓技能减伤百分比
 
    public int mapRealmSelect;  //地图境界难度
    public int leaveFamilyTime; //离开家族时间
 
    public bool IsActive90Off = true; //代表默认激活0.1折
    public long treasurePotentialSp
    {
        get
        {
            return spExtend * (long)Constants.ExpPointValue + sp;
        }
    }
 
    public int reikiRootEffectId
    {
        get
        {
            return (int)equipShowSwitch / 1000 % 1000;
        }
    }
 
    public int suitLevel
    {
        //当前穿的第几套装备,命名和套装无关
        get
        {
            return (int)equipShowSwitch / 10 % 100;
        }
    }
 
    public void UpdateData(H0102_tagCDBPlayer _serverInfo)
    {
 
        AccID = _serverInfo.AccID.Trim().Replace("\0", "");
        PlayerID = _serverInfo.PlayerID;
        PlayerName = _serverInfo.PlayerName.Trim().Replace("\0", "");
        GMLevel = _serverInfo.GMLevel;
        Job = _serverInfo.Job;
        LV = _serverInfo.LV;
        ExpPoint = _serverInfo.ExpPoint;
        TotalExp = _serverInfo.TotalExp;
        FamilyId = _serverInfo.Family;
        FamilyName = _serverInfo.FamilyName.Trim().Replace("\0", "");
        diamond = _serverInfo.Gold;
        bindDiamond = _serverInfo.GoldPaper;
        copper = _serverInfo.Silver;
        MapID = _serverInfo.MapID;
        PosX = _serverInfo.PosX;
        PosY = _serverInfo.PosY;
        FreePoint = _serverInfo.FreePoint;
        FreeSkillPoint = _serverInfo.FreeSkillPoint;
        STR = _serverInfo.STR;
        PNE = _serverInfo.PNE;
        PHY = _serverInfo.PHY;
        CON = _serverInfo.CON;
        Setting = _serverInfo.Setting;
        FBID = _serverInfo.FBID;
        ExAttr1 = _serverInfo.ExAttr1;
        teamAutoOperateFlag = _serverInfo.ExAttr2;
        dungeonLineId = (int)_serverInfo.ExAttr3 % 1000;
        dungeonMapId = (int)_serverInfo.ExAttr3 / 1000;
        shield = _serverInfo.ExAttr4;
        CrossServerFlag = _serverInfo.ExAttr5;
        realmLevel = _serverInfo.OfficialRank;
        VIPLv = _serverInfo.VIPLv;
        copperExtend = _serverInfo.ExAttr6;
        sp = _serverInfo.ExAttr7;
        spExtend = _serverInfo.ExAttr8;
        bubbleId = _serverInfo.ExAttr10;
        ExAttr11 = _serverInfo.ExAttr11;
        ExAttr16 = _serverInfo.ExAttr16;
        ServerGroupId = _serverInfo.ExAttr13;
        faction = _serverInfo.Faction;
        coinPointTotal = _serverInfo.ChangeCoinPointTotal;
        equipShowSwitch = _serverInfo.EquipShowSwitch;
        mapRealmSelect = (int)_serverInfo.ExAttr18;
        leaveFamilyTime = (int)_serverInfo.ExAttr19;
        face = (int)_serverInfo.Face;
        facePic = (int)_serverInfo.FacePic;
 
        HP = _serverInfo.HP + _serverInfo.HPEx * Constants.ExpPointValue;
        AttackMode = _serverInfo.AttackMode;
 
    }
 
    // 部分情况需要服务端非重登情况下同步所有数据
    public void UpdateData(/*HA112_tagMCDBPlayer serverInfo*/)
    {
        // AccID = serverInfo.AccID;
        // PlayerID = serverInfo.PlayerID;
        // PlayerName = serverInfo.PlayerName.Trim().Replace("\0", "");
        // GMLevel = serverInfo.GMLevel;
        // Job = serverInfo.Job;
        // LV = serverInfo.LV;
        // ExpPoint = serverInfo.ExpPoint;
        // TotalExp = serverInfo.TotalExp;
        // FamilyId = serverInfo.Family;
        // FamilyName = serverInfo.FamilyName.Trim().Replace("\0", "");
        // diamond = serverInfo.Gold;
        // bindDiamond = serverInfo.GoldPaper;
        // copper = serverInfo.Silver;
        // MapID = serverInfo.MapID;
        // PosX = serverInfo.PosX;
        // PosY = serverInfo.PosY;
        // FreePoint = serverInfo.FreePoint;
        // FreeSkillPoint = serverInfo.FreeSkillPoint;
        // STR = serverInfo.STR;
        // PNE = serverInfo.PNE;
        // PHY = serverInfo.PHY;
        // CON = serverInfo.CON;
        // AttackMode = serverInfo.AttackMode;
        // FBID = serverInfo.FBID;
        // ExAttr1 = serverInfo.ExAttr1;
        // teamAutoOperateFlag = serverInfo.ExAttr2;
        // dungeonLineId = (int)serverInfo.ExAttr3%1000;
        // dungeonMapId = (int)serverInfo.ExAttr3 / 1000;
        // shield = serverInfo.ExAttr4;
        // CrossServerFlag = serverInfo.ExAttr5;
        // realmLevel = serverInfo.OfficialRank;
        // VIPLv = serverInfo.VIPLv;
        // copperExtend = serverInfo.ExAttr6;
        // sp = serverInfo.ExAttr7;
        // spExtend = serverInfo.ExAttr8;
        // bubbleId = serverInfo.ExAttr10;
        // ExAttr11 = serverInfo.ExAttr11;
        // ExAttr16 = serverInfo.ExAttr16;
        // ServerGroupId = serverInfo.ExAttr13;
        // faction = serverInfo.Faction;
        // coinPointTotal = serverInfo.ChangeCoinPointTotal;
        // HP = serverInfo.HP + serverInfo.HPEx * Constants.ExpPointValue;
        // if (PlayerDatas.Instance.hero != null)
        // {
        //     PlayerDatas.Instance.hero.ActorInfo.ResetHp((long)HP);
        // }
        // equipShowSwitch = serverInfo.EquipShowSwitch;
        // mapRealmSelect = (int)serverInfo.ExAttr18;
        // leaveFamilyTime = (int)serverInfo.ExAttr19;
        // face = (int)serverInfo.Face;
        // facePic = (int)serverInfo.FacePic;
    }
 
 
}