少年修仙传客户端代码仓库
client_linchunjie
2018-08-23 522ca3468a56c88cb15eaa428eb7499d3dba386f
Core/GameEngine/Model/Player/Character/PlayerBaseData.cs
@@ -1,133 +1,133 @@
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 AccState;    //0: 未创建, 1: 创建OK,正常登录 2:封号 3:已删除
    public byte GMLevel;    //GM等级, 0:不是GM  >=1 : GM的等级
    public byte Sex;    //性别
    public byte Job;    //职业,
    public ushort LV;    //等级
    public ushort LVEx;    //玩家等级副本,用于转生
    public ushort LV2;    //大师等级
    public ushort ExpPoint;    //扩充经验点数
    public uint TotalExp;    //总经验
    public uint Family;    //家族
    public string FamilyName;    //家族名称
    public uint Gold;    //仙玉
    public uint GoldPaper;    //绑玉
    public uint Silver;    //铜钱
    public uint SilverPaper;    //银票
    public uint FightPoint;    //战斗值
    public uint OffLineHangTime;//脱机外挂时间
    public ushort MapID;    //角色所在地图
    public ushort PosX;    //角色坐标
    public ushort PosY;
    public byte State;    //角色状态   1.封存 2.死亡 3.正常  以后还有陆续添加
    public uint HP;    //当前HP
    public uint XP;    //当前XP
    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;    //旧服务端官阶,现项目用于境界
    public byte VIPLv;    //VIP等级
    public uint ExAttr1;    //扩展属性1,各项目专用
    public uint ExAttr2;    //扩展属性2,各项目专用
    public int dungeonLineId;    // 副本线路id
    public uint ExAttr4;    //扩展属性4,各项目专用
    public uint ExAttr5;    //扩展属性5,各项目专用
    public uint ExAttr6;    //扩展属性6,各项目专用
    public uint ExAttr7;    //扩展属性7,各项目专用
    public uint ExAttr8;    //扩展属性8,各项目专用
    public uint ExAttr9;    //扩展属性9,各项目专用
    public uint ExAttr10;    //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
    public uint ExAttr12;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint ExAttr13;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint ExAttr14;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint HappyPoint;//现为脱机挂剩余时间 23
    public uint faction; //阵营 107
    public uint coinPointTotal;//已充值金额,单位分 112
    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 long treasurePotentialSp
    {
        get
        {
            return ExAttr8 * (long)100000000 + ExAttr7;
        }
    }
    public ulong allSliver { get { return (ulong)Silver + (ulong)ExAttr6 * 100000000; } }
    public void UpdateData(H0102_tagCDBPlayer _serverInfo)
    {
        AccID = _serverInfo.AccID;
        PlayerID = _serverInfo.PlayerID;
        PlayerName = _serverInfo.PlayerName;
        AccState = _serverInfo.AccState;
        GMLevel = _serverInfo.GMLevel;
        Sex = _serverInfo.Sex;
        Job = _serverInfo.Job;
        LV = _serverInfo.LV;
        LVEx = _serverInfo.LVEx;
        LV2 = _serverInfo.LV2;
        ExpPoint = _serverInfo.ExpPoint;
        TotalExp = _serverInfo.TotalExp;
        Family = _serverInfo.Family;
        FamilyName = _serverInfo.FamilyName;
        Gold = _serverInfo.Gold;
        GoldPaper = _serverInfo.GoldPaper;
        Silver = _serverInfo.Silver;
        SilverPaper = _serverInfo.SilverPaper;
        FightPoint = _serverInfo.FightPoint;
        MapID = _serverInfo.MapID;
        PosX = _serverInfo.PosX;
        PosY = _serverInfo.PosY;
        State = _serverInfo.State;
        HP = _serverInfo.HP;
        XP = _serverInfo.XP;
        FreePoint = _serverInfo.FreePoint;
        FreeSkillPoint = _serverInfo.FreeSkillPoint;
        STR = _serverInfo.STR;
        PNE = _serverInfo.PNE;
        PHY = _serverInfo.PHY;
        CON = _serverInfo.CON;
        Setting = _serverInfo.Setting;
        AttackMode = _serverInfo.AttackMode;
        FBID = _serverInfo.FBID;
        ExAttr1 = _serverInfo.ExAttr1;
        ExAttr2 = _serverInfo.ExAttr2;
        dungeonLineId = (int)_serverInfo.ExAttr3;
        ExAttr4 = _serverInfo.ExAttr4;
        ExAttr5 = _serverInfo.ExAttr5;
        realmLevel = _serverInfo.OfficialRank;
        VIPLv = _serverInfo.VIPLv;
        ExAttr6 = _serverInfo.ExAttr6;
        ExAttr7 = _serverInfo.ExAttr7;
        ExAttr8 = _serverInfo.ExAttr8;
        ExAttr9 = _serverInfo.ExAttr9;
        ExAttr10 = _serverInfo.ExAttr10;
        ExAttr11 = _serverInfo.ExAttr11;
        ExAttr12 = _serverInfo.ExAttr12;
        ExAttr13 = _serverInfo.ExAttr13;
        ExAttr14 = _serverInfo.ExAttr14;
        HappyPoint = _serverInfo.HappyPoint;
        faction = _serverInfo.Faction;
        coinPointTotal = _serverInfo.ChangeCoinPointTotal;
    }
}
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 AccState;    //0: 未创建, 1: 创建OK,正常登录 2:封号 3:已删除
    public byte GMLevel;    //GM等级, 0:不是GM  >=1 : GM的等级
    public byte Sex;    //性别
    public byte Job;    //职业,
    public ushort LV;    //等级
    public ushort LVEx;    //玩家等级副本,用于转生
    public ushort LV2;    //大师等级
    public ushort ExpPoint;    //扩充经验点数
    public uint TotalExp;    //总经验
    public uint Family;    //家族
    public string FamilyName;    //家族名称
    public uint Gold;    //仙玉
    public uint GoldPaper;    //绑玉
    public uint Silver;    //铜钱
    public uint SilverPaper;    //银票
    public uint FightPoint;    //战斗值
    public uint OffLineHangTime;//脱机外挂时间
    public ushort MapID;    //角色所在地图
    public ushort PosX;    //角色坐标
    public ushort PosY;
    public byte State;    //角色状态   1.封存 2.死亡 3.正常  以后还有陆续添加
    public uint HP;    //当前HP
    public uint XP;    //当前XP
    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;    //旧服务端官阶,现项目用于境界
    public byte VIPLv;    //VIP等级
    public uint ExAttr1;    //扩展属性1,各项目专用
    public uint ExAttr2;    //扩展属性2,各项目专用
    public int dungeonLineId;    // 副本线路id
    public uint ExAttr4;    //扩展属性4,各项目专用
    public uint ExAttr5;    //扩展属性5,各项目专用
    public uint ExAttr6;    //扩展属性6,各项目专用
    public uint ExAttr7;    //扩展属性7,各项目专用
    public uint ExAttr8;    //扩展属性8,各项目专用
    public uint ExAttr9;    //扩展属性9,各项目专用
    public uint ExAttr10;    //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
    public uint ExAttr12;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint ExAttr13;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint ExAttr14;    //预留的扩展属性字段,用来存放项目特定的属性
    public uint HappyPoint;//现为脱机挂剩余时间 23
    public uint faction; //阵营 107
    public uint coinPointTotal;//已充值金额,单位分 112
    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 long treasurePotentialSp
    {
        get
        {
            return ExAttr8 * (long)100000000 + ExAttr7;
        }
    }
    public ulong allSliver { get { return (ulong)Silver + (ulong)ExAttr6 * 100000000; } }
    public void UpdateData(H0102_tagCDBPlayer _serverInfo)
    {
        AccID = _serverInfo.AccID;
        PlayerID = _serverInfo.PlayerID;
        PlayerName = _serverInfo.PlayerName;
        AccState = _serverInfo.AccState;
        GMLevel = _serverInfo.GMLevel;
        Sex = _serverInfo.Sex;
        Job = _serverInfo.Job;
        LV = _serverInfo.LV;
        LVEx = _serverInfo.LVEx;
        LV2 = _serverInfo.LV2;
        ExpPoint = _serverInfo.ExpPoint;
        TotalExp = _serverInfo.TotalExp;
        Family = _serverInfo.Family;
        FamilyName = _serverInfo.FamilyName;
        Gold = _serverInfo.Gold;
        GoldPaper = _serverInfo.GoldPaper;
        Silver = _serverInfo.Silver;
        SilverPaper = _serverInfo.SilverPaper;
        FightPoint = _serverInfo.FightPoint;
        MapID = _serverInfo.MapID;
        PosX = _serverInfo.PosX;
        PosY = _serverInfo.PosY;
        State = _serverInfo.State;
        HP = _serverInfo.HP;
        XP = _serverInfo.XP;
        FreePoint = _serverInfo.FreePoint;
        FreeSkillPoint = _serverInfo.FreeSkillPoint;
        STR = _serverInfo.STR;
        PNE = _serverInfo.PNE;
        PHY = _serverInfo.PHY;
        CON = _serverInfo.CON;
        Setting = _serverInfo.Setting;
        AttackMode = _serverInfo.AttackMode;
        FBID = _serverInfo.FBID;
        ExAttr1 = _serverInfo.ExAttr1;
        ExAttr2 = _serverInfo.ExAttr2;
        dungeonLineId = (int)_serverInfo.ExAttr3;
        ExAttr4 = _serverInfo.ExAttr4;
        ExAttr5 = _serverInfo.ExAttr5;
        realmLevel = _serverInfo.OfficialRank;
        VIPLv = _serverInfo.VIPLv;
        ExAttr6 = _serverInfo.ExAttr6;
        ExAttr7 = _serverInfo.ExAttr7;
        ExAttr8 = _serverInfo.ExAttr8;
        ExAttr9 = _serverInfo.ExAttr9;
        ExAttr10 = _serverInfo.ExAttr10;
        ExAttr11 = _serverInfo.ExAttr11;
        ExAttr12 = _serverInfo.ExAttr12;
        ExAttr13 = _serverInfo.ExAttr13;
        ExAttr14 = _serverInfo.ExAttr14;
        HappyPoint = _serverInfo.HappyPoint;
        faction = _serverInfo.Faction;
        coinPointTotal = _serverInfo.ChangeCoinPointTotal;
    }
}