2026-02-03 11:35:19 +08:00
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using System;
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2026-09-13 01:40:32 +08:00
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2026-02-03 11:35:19 +08:00
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namespace Assets.MyGame.Scripts.Net.WebResponses
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{
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/// <summary>
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/// 房间进入通知(RoomJoinNotice)—— 后端新版玩家数据
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/// </summary>
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[Serializable]
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public class RoomJoinNotice
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{
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/// <summary>
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/// 玩家Id
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/// </summary>
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public string UserId { get; set; } = string.Empty;
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/// <summary>
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/// 玩家名字
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/// </summary>
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public string UserName { get; set; } = string.Empty;
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/// <summary>
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/// 玩家编号(短ID,游戏内显示用)
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/// </summary>
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public string UserNumber { get; set; } = string.Empty;
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/// <summary>
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/// 玩家头像
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/// </summary>
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public string Avatar { get; set; } = string.Empty;
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/// <summary>
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/// 玩家是否红名
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/// </summary>
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public bool IsRedName { get; set; } = false;
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/// <summary>
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/// 玩家等级
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/// </summary>
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public int Level { get; set; } = 0;
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/// <summary>
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/// 玩家当前经验(原始值)
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/// </summary>
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public long Exp { get; set; } = 0;
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/// <summary>
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/// 升级所需总经验(经验条进度 = exp / maxExp)
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/// </summary>
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public long MaxExp { get; set; } = 0;
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/// <summary>
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/// Vip等级
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/// </summary>
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public int VipLevel { get; set; } = 0;
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/// <summary>
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/// 玩家CID
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/// </summary>
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public string CId { get; set; } = string.Empty;
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/// <summary>
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/// 玩家金币
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/// </summary>
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public long Gold { get; set; } = 0;
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/// <summary>
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/// 玩家钻石
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/// </summary>
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public int Diamond { get; set; } = 0;
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/// <summary>
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/// 玩家位置
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/// </summary>
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public int Position { get; set; } = 0;
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/// <summary>
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/// 炮台
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/// </summary>
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public string CannonId { get; set; } = string.Empty;
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/// <summary>
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/// 翅膀
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/// </summary>
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public string WingsId { get; set; } = string.Empty;
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/// <summary>
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/// 战神
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/// </summary>
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public string WarGodId { get; set; } = string.Empty;
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/// <summary>
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/// 炮倍
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/// </summary>
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public int CannonMultiple { get; set; } = 1;
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/// <summary>
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/// 进场金币
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/// </summary>
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public long BeginCoin { get; set; } = 0;
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/// <summary>
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/// 进房后达到的最高金币
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/// </summary>
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public long MaxGold { get; set; } = 0;
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/// <summary>
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/// 进场时间
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/// </summary>
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public long BeginTime { get; set; } = 0;
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/// <summary>
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/// 状态 0 正常 1 断线中
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/// </summary>
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public int State { get; set; } = 0;
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/// <summary>
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/// 玩家因子(后端风控/补偿参数,暂不解析具体结构)
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/// </summary>
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public object PlayerFactor { get; set; }
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/// <summary>
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/// 累计充值金币
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/// </summary>
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public long TotalRechargeGold { get; set; } = 0;
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/// <summary>
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/// 保险箱金币
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/// </summary>
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public long SafeBoxGold { get; set; } = 0;
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/// <summary>
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/// 是否为机器人
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/// </summary>
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public bool IsBot { get; set; } = false;
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/// <summary>
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/// 是否挂机中
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/// </summary>
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public bool IsAfk { get; set; } = false;
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}
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}
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