2025-08-26 18:02:32 +00:00
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package node
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2025-09-29 02:40:35 +08:00
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import "blazing/logic/service/fight/input"
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2025-08-26 23:18:55 +00:00
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// 切精灵返回false,重写change方法来实现切换效果
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2025-08-26 20:01:20 +00:00
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// 精灵切换相关触发
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2025-09-29 02:40:35 +08:00
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func (e *EffectNode) OnSwitchIn(ctx input.Ctx) bool {
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panic("not implemented") // TODO: Implement
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2025-08-26 18:02:32 +00:00
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}
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2025-09-29 02:40:35 +08:00
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func (e *EffectNode) OnSwitchOut(ctx input.Ctx) bool {
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2025-08-26 23:18:55 +00:00
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//下场默认清除effect
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2025-10-05 07:13:43 +00:00
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if e.GetInput().UserID == ctx.Player.GetInfo().UserID { //清除对方的我方施加uff
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2025-09-24 21:39:57 +00:00
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e.NotALive()
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}
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return true
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2025-08-26 18:02:32 +00:00
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}
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2025-09-29 02:40:35 +08:00
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func (e *EffectNode) OnOwnerSwitchIn(ctx input.Ctx) bool {
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2025-09-03 01:30:26 +08:00
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return true
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2025-08-26 20:01:20 +00:00
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}
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2025-08-26 18:02:32 +00:00
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2025-09-29 02:40:35 +08:00
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func (e *EffectNode) OnOwnerSwitchOut(ctx input.Ctx) bool {
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//自身下场清除掉自身的回合效果
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//this.GetBattle().Effects[this.GetInput().UserID].RemoveEffect(this)
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e.NotALive()
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2025-09-25 13:07:56 +08:00
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return true
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2025-08-26 18:02:32 +00:00
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}
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