76 lines
1.3 KiB
Lua
76 lines
1.3 KiB
Lua
local FighterParent = Object:extend()
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local counter = 0
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function FighterParent:new(owner, isHero, id)
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self.owner = owner
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self.turnSystem = owner.turnSystem
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self.world = owner.world
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self.isHero = isHero
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-- Note : l'ID est ici relatif à chaque quand, il n'est donc pas unique,
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-- ce qui est unique étant le combo id + isHero
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self.id = id
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self.abstract = self:getAbstract()
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self.actor = self:createActor()
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self.isActive = false
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end
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function FighterParent:getAbstract()
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return {}
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end
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function FighterParent:createActor()
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return {}
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end
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function FighterParent:update(dt)
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counter = counter + dt
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if (counter > 5) then
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counter = 0
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self:setInactive()
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end
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end
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function FighterParent:setActive()
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counter = 0
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self.isActive = true
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self:startAction()
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end
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function FighterParent:setInactive()
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self.isActive = false
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self.turnSystem:nextAction()
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end
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function FighterParent:getNbrActionPerTurn()
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return self.abstract.turns
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end
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function FighterParent:getStats()
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return self.abstract:getStats()
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end
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function FighterParent:startAction()
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end
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function FighterParent:getUniqueIdentificator()
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local side = 1
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if (isHero == false) then
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side = -1
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end
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return self.id * side
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end
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function FighterParent:getNonUniqueIdentificator()
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return self.id
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end
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function FighterParent:canFight()
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return true
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end
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return FighterParent
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