local BattleTeamEntity = require "app/userdata/battle/team/battle_team_entity" local BattleSkillEntity = require "app/userdata/battle/skill/battle_skill_entity" local ATTR_NAME = GConst.BattleConst.ATTR_NAME local BattleBaseData = class("BattleBaseData", BaseData) local SKILL_CFG = ConfigManager:getConfig("skill") local BattleConst = GConst.BattleConst local BATTLE_GRID_ENTITY = require "app/userdata/battle/battle_grid_entity" local BATTLE_BOARD_SKILL_ENTITY = require "app/userdata/battle/skill/battle_board_skill_entity" local BATTLE_GRID_EDGE_ENTITY = require "app/userdata/battle/grid_edge_entity" local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR local TIME_SPEED_LEVEL_0 = 0 local TIME_SPEED_LEVEL_1 = 1 local TIME_SPEED_LEVEL_2 = 2 local TIME_SPEED_LEVEL_3 = 3 local TIME_SPEED_LEVEL_SKILL = 100 local SIDE_ATK = BattleConst.SIDE_ATK local SIDE_DEF = BattleConst.SIDE_DEF ----------------------------------按需重写的方法------------------------------- function BattleBaseData:getRowCount() return BattleConst.PVP_ROW_COUNT end function BattleBaseData:getTimeScaleBase() return 1 end ---------------------------------end按需重写的方法------------------------------- function BattleBaseData:init(params, snapInfo) self:clear() self.battleLv = snapInfo and snapInfo.battleLv or 1 self.curBattleExp = snapInfo and snapInfo.curBattleExp or 0 self.needBattleExp = self:getLvNeedExp() self.addLvCount = snapInfo and snapInfo.addLvCount or 0 self.commonSelectSkillCount = snapInfo and snapInfo.commonSelectSkillCount or 0 self.timeScale = BattleConst.TIME_SCALE.LEVEL_1 * self:getTimeScaleBase() self.lockElementMap = {} self.data.timeSpeed = 1 self.data.lvDirty = false self.adRefreshSkillCount = snapInfo and snapInfo.adRefreshSkillCount or 0 self.refreshSkillCount = snapInfo and snapInfo.refreshSkillCount or 0 BattleSkillEntity.sid = 0 self.atkTeam = self:initTeam(SIDE_ATK, params.atkFormation) self.defTeam = self:initTeam(SIDE_DEF, params.defFormation) self:initRogueSkills(SIDE_ATK, params.atkFormation) self:initRogueSkills(SIDE_DEF, params.defFormation) self.atkFormation = params.atkFormation or {} self.defFormation = params.defFormation or {} self:setMaxBattleLv(nil) if snapInfo then if snapInfo.cacheSkillList then self.cacheSkillList = snapInfo.cacheSkillList self.cacheSkillCount = #self.cacheSkillList end end end function BattleBaseData:getSnapshoptInfo() return { battleLv = self.battleLv, curBattleExp = self.curBattleExp, addLvCount = self.addLvCount, commonSelectSkillCount = self.commonSelectSkillCount, adRefreshSkillCount = self.adRefreshSkillCount, refreshSkillCount = self.refreshSkillCount, cacheSkillList = self.cacheSkillList, } end function BattleBaseData:getTimeScale() return self.timeScale end function BattleBaseData:pauseBattle() self.cacheSpeed = self.data.timeSpeed self.cacheTimeScale = self.timeScale self:setTimeSpeed(TIME_SPEED_LEVEL_0) end function BattleBaseData:resumeBattle() if self.cacheSpeed == nil then return end if self.data.timeSpeed ~= TIME_SPEED_LEVEL_0 then return end self:setTimeSpeed(self.cacheSpeed or TIME_SPEED_LEVEL_1, self.cacheTimeScale) end function BattleBaseData:resetTimeSpeed() if self.cacheSpeed then -- 目前处于暂停状态 self.cacheSpeed = TIME_SPEED_LEVEL_1 return end if self.data.timeSpeed <= TIME_SPEED_LEVEL_1 then return end self:setTimeSpeed(TIME_SPEED_LEVEL_1) end function BattleBaseData:addTimeSpeed() if self.data.timeSpeed >= TIME_SPEED_LEVEL_3 then return end if self.cacheSpeed then -- 目前处于暂停状态 if self.cacheSpeed < TIME_SPEED_LEVEL_3 then self.cacheSpeed = self.cacheSpeed + 1 end return end local timeSpeed = self.data.timeSpeed + 1 self:setTimeSpeed(timeSpeed) end function BattleBaseData:setSkillTimeSpeed(timeScale) self:setTimeSpeed(TIME_SPEED_LEVEL_SKILL, timeScale) end function BattleBaseData:setTimeSpeed(timeSpeed, timeScale) if timeSpeed == self.data.timeSpeed then return end if timeSpeed == TIME_SPEED_LEVEL_0 then self.timeScale = 0 elseif timeSpeed == TIME_SPEED_LEVEL_1 then self.timeScale = BattleConst.TIME_SCALE.LEVEL_1 elseif timeSpeed == TIME_SPEED_LEVEL_2 then self.timeScale = BattleConst.TIME_SCALE.LEVEL_2 elseif timeSpeed == TIME_SPEED_LEVEL_3 then self.timeScale = BattleConst.TIME_SCALE.LEVEL_3 else self.timeScale = timeScale or BattleConst.TIME_SCALE.LEVEL_1 end self.timeScale = self.timeScale * self:getTimeScaleBase() self.data.timeSpeed = timeSpeed end function BattleBaseData:initRogueSkills(side, formation) if not self.skillPool then self.skillPool = {} self.skillMap = {} end if not self.skillPool[side] then self.skillPool[side] = {} end if not self.skillMap[side] then self.skillMap[side] = {} end if not formation then return end local skillmap = {} for matchType, heroEntity in pairs(formation) do local skillId = heroEntity:getBaseSkill() local cfg = SKILL_CFG[skillId] self.skillMap[side][cfg.position] = BATTLE_BOARD_SKILL_ENTITY:create(skillId, side) self.skillMap[side][cfg.position]:addUpSkills(heroEntity:getRogueSkillList()) self.skillMap[side][cfg.position]:setUnlockId(heroEntity:getUnlockRogueId()) for _, id in ipairs(heroEntity:getActiveRogueSkills()) do if not skillmap[id] then if not self.skillPool[side][cfg.position] then self.skillPool[side][cfg.position] = {} end table.insert(self.skillPool[side][cfg.position], id) skillmap[id] = true end end end end function BattleBaseData:refreshBoard(board, boardEdge, blockIcon, snapshot) local r = 1 local c = 1 for i, info in ipairs(board) do if c > BattleConst.COLUMN_COUNT then c = c - BattleConst.COLUMN_COUNT r = r + 1 end local posId = ModuleManager.BattleManager:getPosId(r, c) local data = { posId = posId, gridType = info[1] or BattleConst.GRID_TYPE.EMPTY, elementType = info[2] or BattleConst.ELEMENT_TYPE.RED } if not self.gridEntities then self.gridEntities = {} end if self.gridEntities[data.posId] then self.gridEntities[data.posId]:clear() self.gridEntities[data.posId]:setGridType(data.gridType) self.gridEntities[data.posId]:setElementType(data.elementType) else self.gridEntities[data.posId] = self:getNewGridEntity(data.posId, data.gridType, data.elementType) end self.gridEntities[data.posId]:determineIdleStatus() self.gridEntities[data.posId]:setObstacleIcon(blockIcon) c = c + 1 end if not self.gridEdgeEntities then self.gridEdgeEntities = {} else for posId, info in pairs(self.gridEdgeEntities) do for direction, entity in pairs(info) do entity:setIsIdle(true) end end end if snapshot and snapshot.gridEdge then boardEdge = snapshot.gridEdge end if boardEdge then for _, info in pairs(boardEdge) do local initInfo = { posId = info.pos, edgeType = info.type, direction = info.direction, battleData = self } if not self.gridEdgeEntities[initInfo.posId] then self.gridEdgeEntities[initInfo.posId] = {} end if self.gridEdgeEntities[initInfo.posId][initInfo.direction] then self.gridEdgeEntities[initInfo.posId][initInfo.direction]:ctor(initInfo) else self.gridEdgeEntities[initInfo.posId][initInfo.direction] = self:getNewGridEdgeEntity(initInfo) end end end if snapshot and snapshot.boardSnapInfo then for posIdStr, snap in pairs(snapshot.boardSnapInfo) do local posId = tonumber(posIdStr) if self.gridEntities[posId] and snap then self.gridEntities[posId]:setInfoBySnapshop(snap) end end end end function BattleBaseData:getNewGridEntity(posId, gridType, elementType) local data = { posId = posId or 0, gridType = gridType or BattleConst.GRID_TYPE.EMPTY, elementType = elementType or BattleConst.ELEMENT_TYPE.RED, battleData = self } return BATTLE_GRID_ENTITY:create(data) end function BattleBaseData:getNewGridEdgeEntity(data) return BATTLE_GRID_EDGE_ENTITY:create(data) end function BattleBaseData:clear() self:clearGridSequence() self:clearCacheBoardSkill() self.gridEntities = {} self.gridEdgeEntities = {} self.skillMap = {} self.skillPool = {} self.selectSkillMap = {} end function BattleBaseData:getElementTypeMap() local elementTypeMap = {} if self.gridEntities then for posId, entity in pairs(self.gridEntities) do if entity:canLink() then local elementType = entity:getElementType() elementTypeMap[elementType] = (elementTypeMap[elementType] or 0) + 1 end end end return elementTypeMap end function BattleBaseData:getGridSequence() return self.gridSequence end function BattleBaseData:alreadyInsertSequence(posId) return self.gridSequenceMap[posId] == true end function BattleBaseData:getIsVirtual() return self.isVirtual end function BattleBaseData:getSequenceHadSkill() for _, info in ipairs(self:getGridSequence()) do local entity = self.gridEntities[info.posId] if entity and entity:getSkillId() then return entity:getSkillId(), entity:getPosId() end end return end function BattleBaseData:insertGridSequence(posId, snapshot, isVirtual) if self:alreadyInsertSequence(posId) then return false end self.gridSequenceMap[posId] = true self.isVirtual = isVirtual table.insert(self.gridSequence, {posId = posId, snapshot = snapshot}) return true end function BattleBaseData:removeGridSequence(posId) if not self:alreadyInsertSequence(posId) then return end local count = #self.gridSequence local lastPosId = self.gridSequence[count].posId local snapshot = self.gridSequence[count].snapshot if lastPosId ~= posId then return end table.remove(self.gridSequence, count) self.gridSequenceMap[lastPosId] = false return snapshot end function BattleBaseData:removeGridSequenceByIndex(index) local count = #self.gridSequence if count < index then return end local snapshot for i = count, index, -1 do local info = table.remove(self.gridSequence, i) self.gridSequenceMap[info.posId] = false snapshot = info.snapshot end return snapshot end function BattleBaseData:getFirstSequenceSnapshot() if not self.gridSequence[1] then return end local snapshot = self.gridSequence[1].snapshot return snapshot end function BattleBaseData:cacheSkillInfluenceGrids(grids) if not self.skillInfluenceGrids then self.skillInfluenceGrids = {} end for posId, info in pairs(grids) do self.skillInfluenceGrids[posId] = info end end function BattleBaseData:getSkillInfluenceGrids() return self.skillInfluenceGrids or {} end function BattleBaseData:clearSkillInfluenceGrids() local grids = self:getSkillInfluenceGrids() self.skillInfluenceGrids = {} -- 技能影响的格子 return grids end function BattleBaseData:clearGridSequence() self.gridSequence = {} -- 格子队列 self.gridSequenceMap = {} -- 格子队列对应的map,方面查找 self.isVirtual = nil self:clearSkillInfluenceGrids() end function BattleBaseData:getGridEnties() return self.gridEntities or {} end function BattleBaseData:getGridEntity(posId) return self.gridEntities[posId] end function BattleBaseData:exchangeGridEntities(posId1, posId2) local e1 = self.gridEntities[posId1] local e2 = self.gridEntities[posId2] e1:setPosId(posId2) e2:setPosId(posId1) e2:setIsIdle(false) self.gridEntities[posId1] = e2 self.gridEntities[posId2] = e1 end function BattleBaseData:setGridEntitiesPosId(changeInfo) local map = {} for posId, targetPosId in pairs(changeInfo) do local entity = self.gridEntities[posId] entity:setPosId(targetPosId) map[targetPosId] = entity end for posId, entity in pairs(map) do self.gridEntities[posId] = entity end end function BattleBaseData:setGridInfo(posId, gridInfo) local entity = self.gridEntities[posId] if not entity then return end if gridInfo.gridType then entity:setGridType(gridInfo.gridType) end if gridInfo.elementType then entity:setElementType(gridInfo.elementType) end entity:setSkilId() -- 清除skillId entity:determineIdleStatus() end function BattleBaseData:setInfoBySnapshop(posId, snapInfo) local entity = self.gridEntities[posId] if not entity then return end entity:setInfoBySnapshop(snapInfo) end function BattleBaseData:setGridType(posId, gridType, noDirty) local entity = self.gridEntities[posId] if not entity then return end entity:setGridType(gridType, noDirty) entity:determineIdleStatus() end function BattleBaseData:setGridDirty(posId) local entity = self.gridEntities[posId] if not entity then return end entity:setDirty() end function BattleBaseData:lockAllSkillGrid(lock, side) side = side or SIDE_ATK if not self.gridEntities then return end for posId, entity in pairs(self.gridEntities) do if entity:getSkillId() and (not entity:getSkillSide() or entity:getSkillSide() == side) then local gridType = GConst.BattleConst.GRID_TYPE.EMPTY if lock then gridType = GConst.BattleConst.GRID_TYPE.LOCK end self:setGridType(posId, gridType) end end end function BattleBaseData:getSkillEntities(side) side = side or SIDE_ATK if self.skillMap then return self.skillMap[side] or {} end end function BattleBaseData:getSkillEntityByElement(elementType, side) local skillMap = self:getSkillEntities(side) if not skillMap then return end return skillMap[elementType] end function BattleBaseData:getSkillEntityBySkillId(skillId, side) local skillMap = self:getSkillEntities(side) if not skillMap or not skillId then return end local cfg = SKILL_CFG[skillId] if not cfg then return end return skillMap[cfg.position] end function BattleBaseData:unlockSkillEntity(elementType, side) local skillMap = self:getSkillEntities(side) if skillMap and skillMap[elementType] then skillMap[elementType]:setUnlock() end end function BattleBaseData:isUnlockedSkillElementType(elementType, side) local skillMap = self:getSkillEntities(side) if not skillMap or not skillMap[elementType] then return false end return skillMap[elementType]:getUnlocked() end function BattleBaseData:addSkillEnergy(elementMap, side) local skillMap = self:getSkillEntities(side) if not skillMap then return end for elementType, entity in pairs(skillMap) do if entity:getUnlocked() then entity:addEnergy(elementMap[elementType] or 0) end end end function BattleBaseData:addSkillCount(skillId, value, side) side = side or SIDE_ATK if not self.selectSkillMap then self.selectSkillMap = {} end if not self.selectSkillMap[side] then self.selectSkillMap[side] = {} end if not self.selectSkillMap[side][skillId] then self.selectSkillMap[side][skillId] = { count = 0, value = 0 } end self.selectSkillMap[side][skillId].count = self.selectSkillMap[side][skillId].count + 1 if value then self.selectSkillMap[side][skillId].value = (self.selectSkillMap[side][skillId].value) + value end end function BattleBaseData:setSkillCount(skillId, value, side, count) side = side or SIDE_ATK if not self.selectSkillMap then self.selectSkillMap = {} end if not self.selectSkillMap[side] then self.selectSkillMap[side] = {} end if not self.selectSkillMap[side][skillId] then self.selectSkillMap[side][skillId] = { count = 0, value = 0 } end self.selectSkillMap[side][skillId].count = count if value then self.selectSkillMap[side][skillId].value = value end end function BattleBaseData:getSkillCount(skillId, side) side = side or SIDE_ATK if self.selectSkillMap[side] and self.selectSkillMap[side][skillId] then return self.selectSkillMap[side][skillId].count end return 0 end function BattleBaseData:getSelectSkillMap(side) side = side or SIDE_ATK return self.selectSkillMap and self.selectSkillMap[side] or {} end function BattleBaseData:getSkillPool(side) side = side or SIDE_ATK return self.skillPool and self.skillPool[side] or {} end function BattleBaseData:changeSkillId(elementType, newId, side) if not newId then return end local entity = self:getSkillEntityByElement(elementType, side) if entity then entity:refreshSkillId(newId) end end function BattleBaseData:cacheLockElement(elementType, status) self.lockElementMap[elementType] = status end function BattleBaseData:getCacheLockedElement(elementType) return self.lockElementMap[elementType] end function BattleBaseData:cacheBoardSkill() self.cacheSkillList = {} self.cacheSkillCount = 0 local list local count = 0 for posId, entity in pairs(self:getGridEnties()) do if entity:getSkillId() then if not list then list = {} end table.insert(list, {skillId = entity:getSkillId(), posId = posId}) count = count + 1 end end if list then if count > BattleConst.MAX_CACHE_SKILL_COUNT then count = BattleConst.MAX_CACHE_SKILL_COUNT end for i = 1, count do if not list[1] then break end local info = table.remove(list, math.random(1, #list)) table.insert(self.cacheSkillList, info) self.cacheSkillCount = self.cacheSkillCount + 1 end end end function BattleBaseData:getCacheBoardSkill() if not self.cacheSkillList then return self.cacheSkillList, 0 end return self.cacheSkillList, self.cacheSkillCount end function BattleBaseData:clearCacheBoardSkill() self.cacheSkillList = {} self.cacheSkillCount = 0 end function BattleBaseData:getBattleLv() return self.battleLv end function BattleBaseData:getBattleExp() return self.curBattleExp end function BattleBaseData:getBattleNeedExp() return self.needBattleExp end function BattleBaseData:getLvNeedExp(lv) lv = lv or self.battleLv local cfg = ConfigManager:getConfig("battle_exp") if not cfg[lv] then return cfg[ConfigManager:getConfigNum("battle_exp")].exp end return cfg[lv].exp end function BattleBaseData:setMaxBattleLv(maxLv) self.maxBattleLv = maxLv end function BattleBaseData:addExp(exp) self.curBattleExp = self.curBattleExp + exp while self.curBattleExp >= self.needBattleExp do if self.maxBattleLv then -- 超过最大等级后跳出 if self.maxBattleLv <= self.battleLv then break end end self.curBattleExp = self.curBattleExp - self.needBattleExp self.addLvCount = self.addLvCount + 1 self.battleLv = self.battleLv + 1 self.needBattleExp = self:getLvNeedExp() end self.data.lvDirty = not self.data.lvDirty end function BattleBaseData:useAddlvCount() if self.addLvCount <= 0 then self.addLvCount = 0 return false end self.addLvCount = self.addLvCount - 1 return true end function BattleBaseData:addBattleLvCount(count) self.addLvCount = self.addLvCount + count self.battleLv = self.battleLv + count self.data.lvDirty = not self.data.lvDirty end function BattleBaseData:addCommonSelectSkillCount(count) self.commonSelectSkillCount = self.commonSelectSkillCount + (count or 1) end function BattleBaseData:useCommonSelectSkillCount() if self.commonSelectSkillCount <= 0 then self.commonSelectSkillCount = 0 return false end self.commonSelectSkillCount = self.commonSelectSkillCount - 1 return true end function BattleBaseData:addRefreshSkillCount(isAd) if isAd then self.adRefreshSkillCount = self.adRefreshSkillCount + 1 end self.refreshSkillCount = self.refreshSkillCount + 1 end function BattleBaseData:getRefreshSkillCount() return self.refreshSkillCount end function BattleBaseData:getADRefreshSkillCount() return self.adRefreshSkillCount end function BattleBaseData:initTeam(side, formation) local data = nil data = self:initHeroData(formation) local team = BattleTeamEntity:create() team:init(side, data) return team end function BattleBaseData:getTeamBySide(side) if side == SIDE_ATK then return self.atkTeam else return self.defTeam end end function BattleBaseData:getAtkTeam() return self.atkTeam end function BattleBaseData:getDefTeam() return self.defTeam end function BattleBaseData:getHeroEntity(elementType, side) if side == SIDE_DEF then return self.defFormation[elementType] else return self.atkFormation[elementType] end end function BattleBaseData:initHeroData(formation) local units = {} if formation then local skillCfg = ConfigManager:getConfig("skill") for matchType, heroEntity in pairs(formation) do heroEntity:getAllAttr() local skillId = heroEntity:getBaseSkill() local hp = heroEntity:getHp() // DEFAULT_FACTOR local unitData = { id = heroEntity:getCfgId(), modelId = heroEntity:getModelId(), matchType = matchType, normalSkills = heroEntity:getHurtSkill(), assistingSkill = heroEntity:getAssistingSkill(), body = 2, -- 英雄默认是中体型 skin = heroEntity:getSkinId(), attr = { hp = hp, max_hp = hp, } } ---- 攻击力 for matchType, attrName in pairs(GConst.MATCH_ATTACK_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) local atkAddName = GConst.MATCH_ATTACK_ADD_NAME[matchType] if atkAddName then unitData.attr[attrName] = unitData.attr[attrName] + heroEntity:getTotalAttrValue(atkAddName) end unitData.attr[attrName] = unitData.attr[attrName] // DEFAULT_FACTOR end ---- 暴击率 for matchType, attrName in pairs(GConst.MATCH_CRIT_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) end ---- 暴击伤害 for matchType, attrName in pairs(GConst.MATCH_CRIT_TIME_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) end ---- 治疗效果 for matchType, attrName in pairs(GConst.MATCH_CURED_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) end ---- 普攻增伤固定值 for matchType, attrName in pairs(GConst.MATCH_NORMAL_HURT_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) // DEFAULT_FACTOR end ---- 普攻增伤百分比 for matchType, attrName in pairs(GConst.MATCH_NORMAL_HURTP_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) end ---- 技能增伤固定值 for matchType, attrName in pairs(GConst.MATCH_SKILL_HURT_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) // DEFAULT_FACTOR end ---- 技能增伤百分比 for matchType, attrName in pairs(GConst.MATCH_SKILL_HURTP_NAME) do unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) end ---- 普攻\技能增伤百分比 for matchType, attrName in pairs(GConst.MATCH_ALL_HURTP_NAME) do unitData.attr[attrName] = 2000--heroEntity:getTotalAttrValue(attrName) end local skillInfo = skillCfg[skillId] if skillInfo then if skillInfo.effect_type == 1 then -- 主动 unitData.activeSkills = {skillId} elseif skillInfo.effect_type == 2 then -- 被动 unitData.passiveSkills = {skillId} end end table.insert(units, unitData) end end local data = { units = units } return data end function BattleBaseData:addMonster(monsterId, newTeam, battleController) local monsterInfo = ConfigManager:getConfig("monster")[monsterId] local hp = monsterInfo.hp // DEFAULT_FACTOR local atk = monsterInfo.atk // DEFAULT_FACTOR if battleController then hp = hp * (DEFAULT_FACTOR + battleController:getMonsterHpAddition()) // DEFAULT_FACTOR atk = atk * (DEFAULT_FACTOR + battleController:getMonsterAtkAddition()) // DEFAULT_FACTOR end local unitData = { id = monsterId, modelId = monsterInfo.model_id, matchType = 0, normalSkills = monsterInfo.hurt_skill, normalSkillCount = monsterInfo.atk_times or 0, activeSkills = monsterInfo.skill, passiveSkills = monsterInfo.passive_skill, assistingSkill = nil, isBoss = monsterInfo.is_boss, exp = monsterInfo.monster_exp or 0, body = monsterInfo.body, hpSkinHp = monsterInfo.monster_hp, hpSkinSkin = monsterInfo.monster_hp_skin, hpExp = monsterInfo.monster_hp_exp, attr = { hp = hp, max_hp = hp, atk = atk, atk_red = 0, atk_yellow = 0, atk_green = 0, atk_blue = 0, atk_purple = 0, } } if newTeam then self.defTeam:init(BattleConst.SIDE_DEF) end return self.defTeam:addUnit(unitData) end function BattleBaseData:getNormalAttackName(index) if self.normalAttackName == nil then self.normalAttackName = {} end local name = self.normalAttackName[index] if name == nil then name = string.format("attack%02d", index) self.normalAttackName[index] = name end return name end function BattleBaseData:getGridEdgeEntities() return self.gridEdgeEntities end function BattleBaseData:getGridEdgeEntity(posId, direction) if not self.gridEdgeEntities then return end if not self.gridEdgeEntities[posId] then return end return self.gridEdgeEntities[posId][direction] end function BattleBaseData:breakGridEdge(posId, direction) if not self.breakGridEdgeTag then self.breakGridEdgeTag = {} end if not self.breakGridEdgeTag[posId] then self.breakGridEdgeTag[posId] = {} end if self.breakGridEdgeTag[posId][direction] then -- 已经标记过了 return end self.breakGridEdgeTag[posId][direction] = true if not self.gridEdgeEntities[posId] then return end if not self.gridEdgeEntities[posId][direction] then return end self.breakGridEdgeTagCount = (self.breakGridEdgeTagCount or 0) + 1 local breakSfx = self.gridEdgeEntities[posId][direction]:getBreakSfx() self.gridEdgeEntities[posId][direction]:tryBreak() return true, breakSfx, self.breakGridEdgeTagCount, self.gridEdgeEntities[posId][direction]:getCell() end function BattleBaseData:getBreakGridEdgeTagCount() return self.breakGridEdgeTagCount end function BattleBaseData:clearBreakGridEdgeTag() self.breakGridEdgeTagCount = 0 if not self.breakGridEdgeTag then return end for posId, info in pairs(self.breakGridEdgeTag) do self.breakGridEdgeTag[posId] = table.clearOrCreate(self.breakGridEdgeTag[posId]) end end return BattleBaseData