local XChessPursuitSyncAction = XClass(nil, "XChessPursuitSyncAction") function XChessPursuitSyncAction:Ctor(activeData) self.ActiveData = activeData end function XChessPursuitSyncAction:GetType() return self.ActiveData.Type end function XChessPursuitSyncAction:GetCardId() return self.ActiveData.CardId end function XChessPursuitSyncAction:GetCardEffectId() return self.ActiveData.CardEffectId end function XChessPursuitSyncAction:GetCoin() return self.ActiveData.Coin end --剩余持续次数 function XChessPursuitSyncAction:GetKeepCount() return self.ActiveData.KeepCount end --Boss需要移动到的位置 function XChessPursuitSyncAction:GetBoosPos() return self.ActiveData.BoosPos end --战斗完对Boss造成的伤害 function XChessPursuitSyncAction:GetBattleHurt() return self.ActiveData.BattleHurt end --战斗完对Boss造成的伤害积分 function XChessPursuitSyncAction:GetBattleScore() return self.ActiveData.BattleScore end --战斗完我方血量的积分 function XChessPursuitSyncAction:GetSelfScore() return self.ActiveData.SelfScore end --战斗完我方血量的百分比(整数) function XChessPursuitSyncAction:GetSelfHp() return self.ActiveData.SelfHp end --战斗完的总积分 function XChessPursuitSyncAction:GetSumScore() return self.ActiveData.BattleScore + self.ActiveData.SelfScore end --卡牌播放完效果之后,BossHP function XChessPursuitSyncAction:GetBossHp() return self.ActiveData.BossHp end --产生的FightEvent function XChessPursuitSyncAction:GetFightEvents() return self.ActiveData.FightEvents end --boss身上加卡 function XChessPursuitSyncAction:GetAddBossCard() return self.ActiveData.AddBossCard end --战斗的持续时间 function XChessPursuitSyncAction:GetLeftTime() return math.abs(self.ActiveData.LeftTime) end --Boss朝向 function XChessPursuitSyncAction:GetBossMoveDirection() return self.ActiveData.BossMoveDirection end --战斗是否胜利 function XChessPursuitSyncAction:GetIsWin() return self.ActiveData.IsWin end --Boss伤害记录 function XChessPursuitSyncAction:GetHurtBoss() return self.ActiveData.HurtBoss end --强退 function XChessPursuitSyncAction:GetIsForceExit() return self.ActiveData.IsForceExit end return XChessPursuitSyncAction