| | |
| | | using System; |
| | | using Cysharp.Threading.Tasks; |
| | | |
| | | public class PlayerBaseData |
| | | { |
| | |
| | | public uint ExpPoint; //扩充经验点数(亿) |
| | | public uint TotalExp; //总经验(小于亿部分) |
| | | public long curExp { get { return TotalExp + ExpPoint * Constants.ExpPointValue; } } |
| | | public uint FamilyId; //家族 |
| | | |
| | | uint m_FamilyId; |
| | | public uint FamilyId |
| | | { |
| | | get |
| | | { |
| | | return m_FamilyId; |
| | | } |
| | | set |
| | | { |
| | | var beforeFamilyId = m_FamilyId; |
| | | m_FamilyId = value; |
| | | if (beforeFamilyId == 0 && m_FamilyId != 0) |
| | | { |
| | | GuildManager.Instance.AfterEnterGuild().Forget(); |
| | | } |
| | | else if (beforeFamilyId != 0 && m_FamilyId == 0) |
| | | { |
| | | GuildManager.Instance.AfterQuitGuild(); |
| | | } |
| | | } |
| | | } |
| | | public string FamilyName; //家族名称 |
| | | public uint diamond; //仙玉 |
| | | public uint bindDiamond; //灵石 |