feat(fight): 重构技能和受击触发逻辑,统一命名规范
- 将 `OnHit`、`AfterHit` 等方法重命名为 `AfterSkill` 和 `Attacked`,统一触发时机命名 - 调整 `BeforeSkill` 与 `PreSkill` 的职责,明确技能前处理逻辑 - 修改 `UseSkill` 为 `CanSkill`,增强语义清晰度 - 补充精灵切换时的触发方法 `OnSwitchOut` 与 `OnOwnerSwitchIn` - 修复战斗中属性拷贝逻辑及状态持续回合计算的安全检查 - 增加捕获精灵后的日志输出,便于调试追踪 - 完善默认伤害效果节点的初始化逻辑
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@@ -13,6 +13,7 @@ func (s *UserService) Item(t func(map[uint32]model.SingleItemInfo) bool) {
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err := m1.Scan(&player)
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if err != nil {
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player.PlayerID = uint64(s.userid)
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player.Data = make(map[uint32]model.SingleItemInfo)
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_, err := m1.Insert(player)
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if err != nil {
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@@ -36,6 +36,7 @@ func (s *UserService) PetAdd(y model.PetInfo) {
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m1 := cool.DBM(s.pet.Model).Where("player_id", s.userid)
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var player model.PetEX
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player.PlayerID = s.userid
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player.Data = y
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player.CatchTime = y.CatchTime
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player.InBag = 0
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