c1_lua/lua/app/userdata/battle/battle_grid_entity.lua
2023-04-10 09:58:43 +08:00

142 lines
3.6 KiB
Lua

local BattleGridEntity = class("BattleGridEntity", BaseData)
local BattleConst = GConst.BattleConst
function BattleGridEntity:ctor(data)
self.posId = data.posId or 0
self.gridType = data.gridType or BattleConst.GRID_TYPE.EMPTY
self.elementType = data.elementType or BattleConst.ELEMENT_TYPE.RED
self.aroundEliminationCount = data.aroundEliminationCount or 0 -- 周围消除次数
self.skillId = data.skillId
self.isIdle = false
self.data.isDirty = false
end
function BattleGridEntity:getSnapshoptInfo()
return {
posId = self.posId,
gridType = self.gridType,
elementType = self.elementType,
aroundEliminationCount = self.aroundEliminationCount,
isIdle = self.isIdle,
skillId = self.skillId,
}
end
function BattleGridEntity:setInfoBySnapshop(snapshot)
self.posId = snapshot.posId or 0
self.gridType = snapshot.gridType or BattleConst.GRID_TYPE.EMPTY
self.elementType = snapshot.elementType or BattleConst.ELEMENT_TYPE.RED
self.aroundEliminationCount = snapshot.aroundEliminationCount or 0 -- 周围消除次数
self.isIdle = snapshot.isIdle
self.skillId = snapshot.skillId
self:setDirty()
end
function BattleGridEntity:setDirty()
self.data.isDirty = not self.data.isDirty
end
function BattleGridEntity:getPosId()
return self.posId
end
function BattleGridEntity:setPosId(posId)
self.posId = posId
end
function BattleGridEntity:getGridType()
return self.gridType
end
function BattleGridEntity:getElementType()
return self.elementType
end
function BattleGridEntity:isCantFallType()
return BattleConst.CANT_FALL_GRID_TYPE[self.gridType] or false
end
function BattleGridEntity:isObstacleType()
return self.gridType == BattleConst.GRID_TYPE.OBSTACLE
end
function BattleGridEntity:getAroundEliminationCount()
return self.aroundEliminationCount
end
function BattleGridEntity:addAroundEliminationCount(count)
count = count or 1
self.aroundEliminationCount = self.aroundEliminationCount + count
local gridTypeList = BattleConst.AROUND_ELIMINATION_TO_TYPE_COUNT[self.gridType]
if gridTypeList and gridTypeList[self.aroundEliminationCount] then
local gridType = gridTypeList[self.aroundEliminationCount]
self:setGridType(gridType)
if gridType == BattleConst.GRID_TYPE.EMPTY then
self:setIsIdle(true)
end
end
self:setDirty()
end
function BattleGridEntity:getPos()
return ModuleManager.BattleManager:getPosInfo(self.posId)
end
function BattleGridEntity:setCell(cell)
self.gridCell = cell
end
function BattleGridEntity:getCell()
return self.gridCell
end
function BattleGridEntity:getIsIdle()
return self.isIdle
end
function BattleGridEntity:setIsIdle(isIdle)
self.isIdle = isIdle == true
if self.isIdle then
self.aroundEliminationCount = 0
end
end
function BattleGridEntity:canLink()
return not BattleConst.CANT_LINK_GRID_TYPE[self.gridType]
end
function BattleGridEntity:addPath(singlePath)
self:getPath()
table.insert(self.pathList, singlePath)
end
function BattleGridEntity:getPath()
if not self.pathList then
self.pathList = {}
end
return self.pathList
end
function BattleGridEntity:clearPath()
self.pathList = {}
end
function BattleGridEntity:setGridType(gridType)
self.gridType = gridType
self.aroundEliminationCount = 0
self:setDirty()
end
function BattleGridEntity:setElementType(elementType)
self.elementType = elementType
self:setDirty()
end
function BattleGridEntity:getSkillId()
if not self.skillId or self.skillId <= 0 then
return
end
return self.skillId
end
return BattleGridEntity