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- local PeakTowerFloorData = class("PeakTowerFloorData")
- local CreateActorSystem = require("CreateActorSystem")
- function PeakTowerFloorData:ctor(data)
- local fightInfo = data[1]
- local validEndTime = data[2]
-
- self:RefreshData(fightInfo, validEndTime)
- end
- function PeakTowerFloorData:RefreshData(fightInfo, validEndTime)
- self.floorIdx = fightInfo.idx
- self.fightInfo = fightInfo.fight_info
- if not self.actorSystem then
- self.actorSystem = CreateActorSystem:new()
- else
- self.actorSystem:Dispose()
- end
- self.actorSystem:ParseFightRoleInfo(fightInfo.fight_info)
- self.rewardState = fightInfo.reward_state
- if validEndTime then
- self.validEndTime = validEndTime
- end
- end
- function PeakTowerFloorData:GetRoleInfo()
- return self.actorSystem.userData
- end
- function PeakTowerFloorData:GetRoleHeroData()
- return self.actorSystem.heroData
- end
- function PeakTowerFloorData:GetRoleRewardState()
- return self.rewardState
- end
- function PeakTowerFloorData:GetFightInfo()
- return self.fightInfo
- end
- return PeakTowerFloorData
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