using UnityEngine;
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using System.Collections;
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// C0 12 幸运云购轮次信息 #tagGCLuckyCloudBuyRoundInfo
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public class IL_HC012_tagGCLuckyCloudBuyRoundInfo : GameNetPackBasic {
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public byte ZoneID; // 所属分区ID
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public string StartDate; // 开始日期 y-m-d
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public string EndtDate; // 结束日期 y-m-d
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public byte RoundTimeCount;
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public tagGCLuckyCloudBuyRoundTime[] RoundTimeList; //轮次时间段
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public uint RoundID; // 轮次唯一ID标识,当收到的轮次ID变更时,前端需清空购买号码记录缓存
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public byte RoundNum; // 当前时段第几轮
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public uint SuperItemID; // 大奖物品ID
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public byte SuperItemCount; // 大奖物品个数
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public byte SuperItemMoneyType; // 大奖价值货币类型
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public uint SuperItemMoneyValue; // 大奖价值
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public ushort LVLimit; //开启等级
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public byte BaseItemCount; // 每次购买固定奖励物品数
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public tagGCLuckyCloudBuyRoundItem[] BaseItemList; // 每次购买固定奖励物品信息
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public byte RandItemCount; // 每次购买随机奖励物品数
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public tagGCLuckyCloudBuyRoundItem[] RandItemList; // 每次购买随机奖励物品信息
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public IL_HC012_tagGCLuckyCloudBuyRoundInfo () {
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_cmd = (ushort)0xC012;
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}
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public override void ReadFromBytes (byte[] vBytes) {
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TransBytes (out ZoneID, vBytes, NetDataType.BYTE);
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TransBytes (out StartDate, vBytes, NetDataType.Chars, 10);
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TransBytes (out EndtDate, vBytes, NetDataType.Chars, 10);
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TransBytes (out RoundTimeCount, vBytes, NetDataType.BYTE);
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RoundTimeList = new tagGCLuckyCloudBuyRoundTime[RoundTimeCount];
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for (int i = 0; i < RoundTimeCount; i ++) {
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RoundTimeList[i] = new tagGCLuckyCloudBuyRoundTime();
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TransBytes (out RoundTimeList[i].StartTime, vBytes, NetDataType.Chars, 5);
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TransBytes (out RoundTimeList[i].EndtTime, vBytes, NetDataType.Chars, 5);
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TransBytes (out RoundTimeList[i].RoundMax, vBytes, NetDataType.BYTE);
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}
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TransBytes (out RoundID, vBytes, NetDataType.DWORD);
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TransBytes (out RoundNum, vBytes, NetDataType.BYTE);
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TransBytes (out SuperItemID, vBytes, NetDataType.DWORD);
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TransBytes (out SuperItemCount, vBytes, NetDataType.BYTE);
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TransBytes (out SuperItemMoneyType, vBytes, NetDataType.BYTE);
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TransBytes (out SuperItemMoneyValue, vBytes, NetDataType.DWORD);
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TransBytes (out LVLimit, vBytes, NetDataType.WORD);
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TransBytes (out BaseItemCount, vBytes, NetDataType.BYTE);
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BaseItemList = new tagGCLuckyCloudBuyRoundItem[BaseItemCount];
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for (int i = 0; i < BaseItemCount; i ++) {
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BaseItemList[i] = new tagGCLuckyCloudBuyRoundItem();
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TransBytes (out BaseItemList[i].ItemID, vBytes, NetDataType.DWORD);
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TransBytes (out BaseItemList[i].ItemCount, vBytes, NetDataType.WORD);
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TransBytes (out BaseItemList[i].IsBind, vBytes, NetDataType.BYTE);
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}
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TransBytes (out RandItemCount, vBytes, NetDataType.BYTE);
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RandItemList = new tagGCLuckyCloudBuyRoundItem[RandItemCount];
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for (int i = 0; i < RandItemCount; i ++) {
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RandItemList[i] = new tagGCLuckyCloudBuyRoundItem();
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TransBytes (out RandItemList[i].ItemID, vBytes, NetDataType.DWORD);
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TransBytes (out RandItemList[i].ItemCount, vBytes, NetDataType.WORD);
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TransBytes (out RandItemList[i].IsBind, vBytes, NetDataType.BYTE);
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}
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}
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public struct tagGCLuckyCloudBuyRoundTime {
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public string StartTime; // 开始时间 H:M
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public string EndtTime; // 结束时间 H:M
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public byte RoundMax; // 本时段最大轮次
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}
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public struct tagGCLuckyCloudBuyRoundItem {
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public uint ItemID;
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public ushort ItemCount;
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public byte IsBind; // 是否拍品
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}
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}
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