136 lines
2.5 KiB
Lua
136 lines
2.5 KiB
Lua
local HeroEntity = class("HeroEntity", BaseData)
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function HeroEntity:ctor(cfgId, lv)
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self.id = cfgId
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self.cfgId = cfgId
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self.data.lv = lv
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self.attrDirty = false
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self.config = ConfigManager:getConfig("hero")[self.cfgId]
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self.baseAttrOriginal = {}
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self.allAttr = {}
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self:initAttr()
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self:updateAttr()
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end
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function HeroEntity:initAttr()
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self.allAttr[GConst.ATTR_TYPE.hp] = 0
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self.allAttr[GConst.ATTR_TYPE.atk] = 0
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end
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function HeroEntity:setLv(lv)
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if not lv then
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return
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end
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if self.data.lv == lv then
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return
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end
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self.data.lv = lv
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self:setDirty()
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end
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function HeroEntity:getCfgId()
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return self.cfgId
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end
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function HeroEntity:getLv()
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return self.data.lv
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end
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function HeroEntity:getQlt()
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return self.config.qlt
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end
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function HeroEntity:getMatchType()
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return self.config.position
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end
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function HeroEntity:setAttrDirty()
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self.attrDirty = true
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end
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function HeroEntity:getAllAttr()
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if self.attrDirty == true then
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self.attrDirty = false
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self:updateAttr()
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end
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return self.allAttr
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end
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function HeroEntity:updateAttr()
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self:updateBaseAttr()
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self:updateAllAttr()
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end
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function HeroEntity:updateBaseAttr()
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if self.data.lv <= 0 then
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self.baseAttrOriginal[GConst.ATTR_TYPE.hp] = 0
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk] = 0
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else
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self.baseAttrOriginal[GConst.ATTR_TYPE.hp] = self.config.hp[self.data.lv] or self.config.hp[#self.config.hp]
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self.baseAttrOriginal[GConst.ATTR_TYPE.atk] = self.config.atk[self.data.lv] or self.config.atk[#self.config.atk]
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end
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end
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function HeroEntity:updateAllAttr()
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for k, v in pairs(self.baseAttrOriginal) do
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self.allAttr[k] = v
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end
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end
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function HeroEntity:getAtk()
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return self.allAttr[GConst.ATTR_TYPE.atk] or 0
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end
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function HeroEntity:getHp()
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return self.allAttr[GConst.ATTR_TYPE.hp] or 0
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end
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function HeroEntity:setDirty()
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self.attrDirty = true
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end
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function HeroEntity:canLvUp()
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if self:isMaxLv() then
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return false
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end
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local cost = self:getLvUpMaterials()
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if not cost then
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return false
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end
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for _, reward in ipairs(cost) do
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if not GFunc.checkCost(reward.id, reward.num, false) then
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return false
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end
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end
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return true
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end
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function HeroEntity:getLvUpMaterials()
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local nextLvInfo = ConfigManager:getConfig("hero_up")[self.data.lv + 1]
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if not nextLvInfo then
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return
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end
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return nextLvInfo.exp
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end
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function HeroEntity:getConfig()
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return self.config
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end
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function HeroEntity:getModelId()
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return self.config.model_id
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end
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function HeroEntity:getActiveSkill()
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return self.config.base_skill
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end
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function HeroEntity:getHurtSkill()
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return self.config.hurt_skill
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end
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return HeroEntity |