local BattleSkillEntity = require "app/userdata/battle/skill/battle_skill_entity" local BattleUnitEntity = class("BattleUnitEntity", BaseData) function BattleUnitEntity:ctor() end function BattleUnitEntity:init(unitData, side, team) self.unitData = unitData self.side = side self.team = team self:initSkill() end function BattleUnitEntity:initSkill() self.activeSkills = {} if self.unitData.normalSkill then self.normalSkill = BattleSkillEntity:create(self.unitData.normalSkill, GConst.BattleConst.SKILL_TYPE_ACTIVE, self) end if self.unitData.activeSkills then for k, v in ipairs(self.unitData.activeSkills) do local skill = BattleSkillEntity:create(v, GConst.BattleConst.SKILL_TYPE_ACTIVE, self) table.insert(self.activeSkills, skill) end end end function BattleUnitEntity:addAttr(name, num, isPercent) return self.team:addAttr(name, num, isPercent) end function BattleUnitEntity:getModelId() return self.unitData.modelId end function BattleUnitEntity:getMatchType() return self.unitData.matchType end function BattleUnitEntity:getSide() return self.side end function BattleUnitEntity:setIsMainUnit(isMainUnit) self.isMainUnit = isMainUnit end function BattleUnitEntity:getIsMainUnit() return self.isMainUnit end function BattleUnitEntity:getNormalSkill() return self.normalSkill end function BattleUnitEntity:getActiveSkill(index) return self.activeSkills[index] end function BattleUnitEntity:getNormalSkillCount() return self.unitData.normalSkillCount or 0 end function BattleUnitEntity:getNormalSkillNameList() local count = self.unitData.normalSkillCount or 0 if self.normalSkillNameList == nil then self.normalSkillNameList = {} for i = 1, count do table.insert(self.normalSkillNameList, DataManager.BattleData:getNormalAttackName(i)) end end return self.normalSkillNameList, count end function BattleUnitEntity:takeDamageOrCure(num) return self.team:takeDamageOrCure(num) end function BattleUnitEntity:getHp() return self.team:getHp() end function BattleUnitEntity:getHpPercent() return self.team:getHpPercent() end function BattleUnitEntity:getAtk() return self.team:getAtk(self.unitData.matchType) end function BattleUnitEntity:getDmgAddition() return self.team:getDmgAddition(self.unitData.matchType) end function BattleUnitEntity:getDmgDec() return self.team:getDmgDec(self.unitData.matchType) end function BattleUnitEntity:getWeakness() return self.team:getWeakness(self.unitData.matchType) end function BattleUnitEntity:getCrit() return self.team:getCrit() end function BattleUnitEntity:getCrittime() return self.team:getCrittime() end function BattleUnitEntity:getCureAddition() return self.team:getCureAddition() end function BattleUnitEntity:getNormalAttackAddCount() return self.team:getNormalAttackAddCount() end function BattleUnitEntity:addLimit(name) self.team:addLimit(name) end function BattleUnitEntity:removeLimit(name) self.team:removeLimit(name) end function BattleUnitEntity:addShield(num) self.team:addShield(num) end function BattleUnitEntity:addMaxHp(num) self.team:addMaxHp(num) end return BattleUnitEntity