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:initAttr() self:initSkill() end function BattleUnitEntity:initAttr() local attr = self.attr or {} if self.attr then -- 已经初始化过了 for k, v in pairs(attr) do attr[k] = self.unitData.attr[k] or 0 end else for k, v in pairs(self.unitData.attr) do attr[k] = v end end self.attr = attr 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: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:takeDamageOrCure(num) return self.team:takeDamageOrCure(num) end function BattleUnitEntity:getHpPercent() return self.team:getHpPercent() end return BattleUnitEntity