PGRData/Script/matrix/xentity/xmaintaineraction/XMaintainerActionPlayerEntity.lua

65 lines
1.6 KiB
Lua
Raw Normal View History

local XMaintainerActionPlayerEntity = XClass(nil, "XMaintainerActionPlayerEntity")
local CSTextManagerGetText = CS.XTextManager.GetText
function XMaintainerActionPlayerEntity:Ctor(id)
self.PlayerId = id
self.PlayerName = ""
self.HeadPortraitId = 0
self.HeadFrameId = 0
self.NodeId = 0
self.Reverse = false
self.IsNodeTriggered = false
end
function XMaintainerActionPlayerEntity:UpdateData(Data)
for key, value in pairs(Data) do
self[key] = value
end
end
function XMaintainerActionPlayerEntity:GetPlayerId()
return self.PlayerId
end
function XMaintainerActionPlayerEntity:GetPlayerName()
return self.PlayerName
end
function XMaintainerActionPlayerEntity:GetHeadPortraitId()
return self.HeadPortraitId
end
function XMaintainerActionPlayerEntity:GetHeadFrameId()
return self.HeadFrameId
end
function XMaintainerActionPlayerEntity:GetPosNodeId()
return self.NodeId
end
function XMaintainerActionPlayerEntity:GetIsReverse()--是否反向
return self.Reverse
end
function XMaintainerActionPlayerEntity:GetIsNodeTriggered()--所在格子是否已被触发
return self.IsNodeTriggered
end
function XMaintainerActionPlayerEntity:DoChangeDirection()
self.Reverse = not self.Reverse
end
function XMaintainerActionPlayerEntity:MarkNodeEvent()
self.IsNodeTriggered = true
XDataCenter.MaintainerActionManager.ClearRecordData()
end
function XMaintainerActionPlayerEntity:UnMarkNodeEvent()
self.IsNodeTriggered = false
end
function XMaintainerActionPlayerEntity:MoveTo(nodeId)
self.NodeId = nodeId
end
return XMaintainerActionPlayerEntity