| | |
| | | using UnityEngine; |
| | | using System.Collections; |
| | | |
| | | //01 02 玩家初始化#tagCDBPlayer |
| | | //01 02 玩家初始化#tagCDBPlayer |
| | | |
| | | public class H0102_tagCDBPlayer : GameNetPackBasic |
| | | { |
| | | public string AccID; //_KEY_i_帐号名, 该角色所在的帐号的用户名 |
| | | 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, 0.新手 1.游侠 2.战士 3.弓箭手 4.术士 5.道士 |
| | | public ushort ReincarnationLv; // 转生等级 |
| | | 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 int TeamHornor; //组队荣誉 |
| | | public int FamilyHornor; //家族荣耀 |
| | | public int FamilyActiveValue; //家族活跃度 |
| | | public int LastWeekFamilyActiveValue; //上周家族活跃度 |
| | | public int CountryHornor; //本周国家功勋值 |
| | | public int CountryLastWeekHornor; //上周国家功勋值 |
| | | 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, 0.新手 1.游侠 2.战士 3.弓箭手 4.术士 5.道士 |
| | | public ushort ReincarnationLv; // 转生等级 |
| | | 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 uint 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 int TeamHornor; //组队荣誉 |
| | | public int FamilyHornor; //家族荣耀 |
| | | public int FamilyActiveValue; //家族活跃度 |
| | | public int LastWeekFamilyActiveValue; //上周家族活跃度 |
| | | public int CountryHornor; //本周国家功勋值 |
| | | public int CountryLastWeekHornor; //上周国家功勋值 |
| | | public uint Mate; |
| | | public uint Gold; //金子 |
| | | public uint GoldPaper; //金票 |
| | | public uint Silver; //银子 |
| | | public uint SilverPaper; //银票 |
| | | public uint FightPoint; //战斗值 |
| | | public uint HappyPoint; //娱乐值 |
| | | public byte LineID; //角色所在线路 |
| | | public ushort MapID; //角色所在地图 |
| | | public ushort PosX; //角色坐标 |
| | | public uint Gold; //金子 |
| | | public uint GoldPaper; //金票 |
| | | public uint Silver; //银子 |
| | | public uint SilverPaper; //银票 |
| | | public uint FightPoint; //战斗值 |
| | | public uint HappyPoint; //脱机挂时长(秒) |
| | | public byte LineID; //角色所在线路 |
| | | public ushort MapID; //角色所在地图 |
| | | public ushort PosX; //角色坐标 |
| | | public ushort PosY; |
| | | public ushort RebornMapID; //重生点地图ID |
| | | public ushort RebornMapID; //重生点地图ID |
| | | public ushort RebornPosX; |
| | | public ushort RebornPosY; |
| | | 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 ushort HPRestoreSetting; //少于这个值%自动喝血 |
| | | public ushort MPRestoreSetting; //少于这个值%自动喝魔 |
| | | public uint FreePoint; //未分配点数 |
| | | public uint FreeSkillPoint; //未分配的技能点 |
| | | public int BaseSTR; //裸体力量 |
| | | public int BasePNE; //裸体真元 |
| | | public int BasePHY; //裸体筋骨 |
| | | public int BaseCON; //裸体体魄 |
| | | 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 ushort PKValue; //衡量PK能力的一项属性,由攻防计算而得 |
| | | public ushort ActiveValue; //击杀敌国阵营玩家和NPC的统计值 |
| | | public byte BackpackLV; //背包等级 |
| | | public byte WarehouseLV; //仓库等级 |
| | | public uint TeamID; //队伍ID |
| | | public byte UseGoldType; //默认用金子/金票 类型为MoneyType |
| | | public byte UseSilverType; //默认用的银子/银票 |
| | | public byte AttackMode; //攻击模式 |
| | | public uint LastWeekOnlineTime; //上周在线时间 |
| | | public byte State; //角色状态 0.正常在线1.脱机挂在线 2脱机挂死亡 |
| | | public uint HP; //当前HP |
| | | public uint XP; //当前XP |
| | | public ushort HPRestoreSetting; //少于这个值%自动喝血 |
| | | public ushort MPRestoreSetting; //少于这个值%自动喝魔 |
| | | public uint FreePoint; //未分配点数 |
| | | public uint FreeSkillPoint; //未分配的技能点 |
| | | public int BaseSTR; //裸体力量 |
| | | public int BasePNE; //裸体真元 |
| | | public int BasePHY; //裸体筋骨 |
| | | public int BaseCON; //裸体体魄 |
| | | 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 ushort PKValue; //衡量PK能力的一项属性,由攻防计算而得 |
| | | public ushort ActiveValue; //击杀敌国阵营玩家和NPC的统计值 |
| | | public byte BackpackLV; //背包等级 |
| | | public byte WarehouseLV; //仓库等级 |
| | | public uint TeamID; //队伍ID |
| | | public byte UseGoldType; //默认用金子/金票 类型为MoneyType |
| | | public byte UseSilverType; //默认用的银子/银票 |
| | | public byte AttackMode; //攻击模式 |
| | | public uint LastWeekOnlineTime; //上周在线时间 |
| | | public byte FBID; //fb id |
| | | public byte FamilyLV; //家族等级 |
| | | public uint FriendFavor; //好友人气值 |
| | | public uint Energy; //精力值 |
| | | public uint EquipShowSwitch; //装备显示开关 |
| | | public uint LuckValue; //幸运值 |
| | | 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 uint ExAttr3; //扩展属性3,各项目专用 |
| | | 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 byte Faction; //阵营 |
| | | public uint InfamyValue; //恶名值 |
| | | public byte OfficialRank; //官阶,官职等级 |
| | | public uint ChangeCoinPointTotal; //兑换的点数总计 |
| | | public byte VIPLv; //VIP等级 |
| | | public byte VIPLvForPhone; //移动VIP等级 |
| | | 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 ModelMark; // 变形模型mark |
| | | 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 OperateInfo; //玩家附加运营商信息 |
| | | public string Operate; //所属运营商平台名 |
| | | public uint ServerID; //所属区服ID |
| | | 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 byte FamilyLV; //家族等级 |
| | | public uint FriendFavor; //好友人气值 |
| | | public uint Energy; //精力值 |
| | | public uint EquipShowSwitch; //装备显示开关 |
| | | public uint LuckValue; //幸运值 |
| | | 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 uint ExAttr3; //扩展属性3,各项目专用 |
| | | 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 byte Faction; //阵营 |
| | | public uint InfamyValue; //恶名值 |
| | | public byte OfficialRank; //官阶,官职等级 |
| | | public uint ChangeCoinPointTotal; //兑换的点数总计 |
| | | public byte VIPLv; //VIP等级 |
| | | public byte VIPLvForPhone; //移动VIP等级 |
| | | 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 ModelMark; // 变形模型mark |
| | | 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 OperateInfo; //玩家附加运营商信息 |
| | | public string Operate; //所属运营商平台名 |
| | | public uint ServerID; //所属区服ID |
| | | public uint ExAttr15; //预留的扩展属性字段,用来存放项目特定的属性 |
| | | public uint ExAttr16; //预留的扩展属性字段,用来存放项目特定的属性 |
| | | public uint ExAttr17; //预留的扩展属性字段,用来存放项目特定的属性 |
| | | public uint ExAttr18; //预留的扩展属性字段,用来存放项目特定的属性 |
| | | public uint ExAttr19; //预留的扩展属性字段,用来存放项目特定的属性 |
| | | public uint ExAttr20; //预留的扩展属性字段,用来存放项目特定的属性 |
| | | |
| | | public H0102_tagCDBPlayer() |
| | | { |
| | |
| | | TransBytes(out LV, vBytes, NetDataType.WORD); |
| | | TransBytes(out LVEx, vBytes, NetDataType.WORD); |
| | | TransBytes(out LV2, vBytes, NetDataType.WORD); |
| | | TransBytes(out ExpPoint, vBytes, NetDataType.WORD); |
| | | TransBytes(out ExpPoint, vBytes, NetDataType.DWORD); |
| | | TransBytes(out TotalExp, vBytes, NetDataType.DWORD); |
| | | TransBytes(out Family, vBytes, NetDataType.DWORD); |
| | | TransBytes(out FamilyName, vBytes, NetDataType.Chars, 33); |
| | |
| | | TransBytes(out OperateInfo, vBytes, NetDataType.DWORD); |
| | | TransBytes(out Operate, vBytes, NetDataType.Chars, 15); |
| | | TransBytes(out ServerID, vBytes, NetDataType.DWORD); |
| | | TransBytes(out ExAttr15, vBytes, NetDataType.DWORD); |
| | | TransBytes(out ExAttr16, vBytes, NetDataType.DWORD); |
| | | TransBytes(out ExAttr17, vBytes, NetDataType.DWORD); |
| | | TransBytes(out ExAttr18, vBytes, NetDataType.DWORD); |
| | | TransBytes(out ExAttr19, vBytes, NetDataType.DWORD); |
| | | TransBytes(out ExAttr20, vBytes, NetDataType.DWORD); |
| | | } |
| | | |
| | | } |