88 lines
1.9 KiB
Lua
88 lines
1.9 KiB
Lua
local BattleGridEntity = class("BattleGridEntity", BaseData)
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function BattleGridEntity:ctor(data)
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self.posId = data.posId or 0
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self.gridType = data.gridType or GConst.BattleConst.GRID_TYPE.EMPTY
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self.elementType = data.elementType or GConst.BattleConst.ELEMENT_TYPE.RED
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self.eliminationCount = data.eliminationCount or 0 -- 周围消除次数
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self.isIdle = false
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end
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function BattleGridEntity:getPosId()
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return self.posId
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end
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function BattleGridEntity:setPosId(posId)
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self.posId = posId
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end
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function BattleGridEntity:getGridType()
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return self.gridType
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end
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function BattleGridEntity:getElementType()
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return self.elementType
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end
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function BattleGridEntity:isCantFallType()
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return self.gridType == GConst.BattleConst.GRID_TYPE.OBSTACLE
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end
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function BattleGridEntity:getEliminationCount()
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return self.eliminationCount
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end
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function BattleGridEntity:getPos()
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return ModuleManager.BattleManager:getPosInfo(self.posId)
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end
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function BattleGridEntity:setCell(cell)
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self.gridCell = cell
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end
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function BattleGridEntity:getCell()
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return self.gridCell
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end
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function BattleGridEntity:getIsIdle()
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return self.isIdle
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end
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function BattleGridEntity:setIsIdle(isIdle)
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self.isIdle = isIdle == true
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end
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function BattleGridEntity:canLink()
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if self:isCantFallType() then
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return false
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end
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-- 其他类型的一些判定
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return true
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end
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function BattleGridEntity:addPath(singlePath)
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self:getPath()
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table.insert(self.pathList, singlePath)
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end
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function BattleGridEntity:getPath()
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if not self.pathList then
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self.pathList = {}
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end
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return self.pathList
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end
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function BattleGridEntity:clearPath()
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self.pathList = {}
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end
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function BattleGridEntity:setGridType(gridType)
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self.gridType = gridType
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end
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function BattleGridEntity:setElementType(elementType)
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self.elementType = elementType
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end
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return BattleGridEntity |