local XPartnerBase = XClass(nil, "XPartnerBase") function XPartnerBase:Ctor(templateId) self.TemplateId = templateId self.StoryEntityDic = {} self.StorySettingDic = {} end ----------------------------宠物基础属性-------------------------------- function XPartnerBase:GetPartnerCfg() return XPartnerConfigs.GetPartnerTemplateById(self.TemplateId) end function XPartnerBase:GetOriginalName() return self:GetPartnerCfg().Name end function XPartnerBase:GetDesc() return self:GetPartnerCfg().Desc end function XPartnerBase:GetRecommendElement() return self:GetPartnerCfg().RecommendElement end function XPartnerBase:GetIcon() return self:GetPartnerCfg().Icon end function XPartnerBase:GetPriority() return self:GetPartnerCfg().Priority end function XPartnerBase:GetInitQuality() return self:GetPartnerCfg().InitQuality end function XPartnerBase:GetCarryCharacterType() return self:GetPartnerCfg().CarryCharacterType end function XPartnerBase:GetChipItemId() return self:GetPartnerCfg().ChipItemId end function XPartnerBase:GetChipNeedCount() return self:GetPartnerCfg().ChipNeedCount end function XPartnerBase:GetDefaultLock() return self:GetPartnerCfg().DefaultLock end function XPartnerBase:GeMainSkillCount() return self:GetPartnerCfg().MainSkillCount end function XPartnerBase:GetPassiveSkillCount() return self:GetPartnerCfg().PassiveSkillCount end function XPartnerBase:GetDecomposeItemId() return self:GetPartnerCfg().DecomposeItemId end function XPartnerBase:GetDecomposeItemCount() return self:GetPartnerCfg().DecomposeItemCount end function XPartnerBase:GetDecomposeBackItem() local itemlist = {} local itemIdlist = self:GetDecomposeItemId() local itemCountlist = self:GetDecomposeItemCount() for index,id in pairs(itemIdlist or {}) do local tmpData = { Id = id, Count = itemCountlist[index] or 0, } itemlist[index] = tmpData end return itemlist end ----------------------------------宠物模型------------------------------- function XPartnerBase:GetModelCfg() return XPartnerConfigs.GetPartnerModelById(self.TemplateId) end function XPartnerBase:GetStandbyModel() return self:GetModelCfg().StandbyModel end function XPartnerBase:GetCombatModel() return self:GetModelCfg().CombatModel end function XPartnerBase:GetSToCAnime()--待机转战斗动画 return self:GetModelCfg().SToCAnime end function XPartnerBase:GetStandbyBornAnime()--出生动画 return self:GetModelCfg().StandbyBornAnime end function XPartnerBase:GetCToSAnime()--动画转待机动画 return self:GetModelCfg().CToSAnime end function XPartnerBase:GetCombatBornAnime()--出生动画 return self:GetModelCfg().CombatBornAnime end function XPartnerBase:GetSToCVoice()--待机转战斗音效 return self:GetModelCfg().SToCVoice end function XPartnerBase:GetCToSVoice()--动画转待机音效 return self:GetModelCfg().CToSVoice end function XPartnerBase:GetSToCEffect()--待机转战斗特效 return self:GetModelCfg().SToCEffect end function XPartnerBase:GetStandbyBornEffect()--待机出生特效 return self:GetModelCfg().StandbyBornEffect end function XPartnerBase:GetCToSEffect()--战斗转待机特效 return self:GetModelCfg().CToSEffect end function XPartnerBase:GetCombatBornEffect()--战斗出生特效 return self:GetModelCfg().CombatBornEffect end -------------------------------------宠物故事--------------------------------- function XPartnerBase:GetStoryEntityDic() return self.StoryEntityDic end function XPartnerBase:GetStorySettingDic() return self.StorySettingDic end function XPartnerBase:GetStoryEntityList() local list = {} for _,entity in pairs(self.StoryEntityDic or {}) do table.insert(list, entity) end return XArchiveConfigs.SortByOrder(list) end function XPartnerBase:GetSettingEntityList() local list = {} for _,entity in pairs(self.StorySettingDic or {}) do table.insert(list, entity) end return XArchiveConfigs.SortByOrder(list) end return XPartnerBase