| | |
| | | public uint bindDiamond; //灵石 |
| | | public uint copper; //铜钱 |
| | | public long allCopper { get { return copper + copperExtend * Constants.ExpPointValue; } } |
| | | public long FightPoint; //战斗值 |
| | | public long UseHarmerCount; //消耗锤子个数(倍数) |
| | | 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 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 ExAttr1; // 策划配置关卡ID为201,即 过关2-1(0/1) ,使用 ExAttr1 值判断,如ExAttr1值为20103代表当前已经过了第2章第1关第3波,包含了波,需要击败该关卡boss后才算该关过关 |
| | | 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 |
| | |
| | | uint m_coinPointTotal; |
| | | public int face;//头像 |
| | | public int facePic;//头像外框 |
| | | public long FightPower; //战斗力 |
| | | |
| | | public uint coinPointTotal { |
| | | public uint coinPointTotal |
| | | { |
| | | private get { return m_coinPointTotal; } |
| | | set { |
| | | set |
| | | { |
| | | CoinChangeEvent?.Invoke((int)m_coinPointTotal, (int)value); |
| | | m_coinPointTotal = value; |
| | | } |
| | |
| | | CON = _serverInfo.CON; |
| | | Setting = _serverInfo.Setting; |
| | | FBID = _serverInfo.FBID; |
| | | ExAttr1 = _serverInfo.ExAttr1; |
| | | ExAttr1 = _serverInfo.ExAttr1; //策划配置关卡ID为201,即 过关2-1(0/1) ,使用 ExAttr1 值判断,如ExAttr1值为20103代表当前已经过了第2章第1关第3波,包含了波,需要击败该关卡boss后才算该关过关 |
| | | teamAutoOperateFlag = _serverInfo.ExAttr2; |
| | | dungeonLineId = (int)_serverInfo.ExAttr3 % 1000; |
| | | dungeonMapId = (int)_serverInfo.ExAttr3 / 1000; |
| | |
| | | |
| | | HP = _serverInfo.HP + _serverInfo.HPEx * Constants.ExpPointValue; |
| | | AttackMode = _serverInfo.AttackMode; |
| | | UseHarmerCount = (int)_serverInfo.FightPoint; //锤子倍数,非战斗力 |
| | | |
| | | } |
| | | |