refactor(fight/effect): 重构技能效果处理逻辑,统一使用DamageZone结构管理伤害值,新增Effect20疲惫效果和先/后手威力翻倍效果

This commit is contained in:
1
2025-09-26 21:15:58 +00:00
parent d46849a020
commit 08d8ab3ed9
11 changed files with 107 additions and 56 deletions

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@@ -66,16 +66,7 @@ func (c *Input) GetProp(id int, istue bool) int {
return realValue
}
func (c *Input) GetDamage(etype info.EnumDamageType) int {
rer, ok := c.DamageZone[etype]
if ok {
return rer
//todo 获取后GetEffect
}
return 0
}
func (c *Input) GetEffect(etype EnumEffectType, id int) *EffectID {
rer, ok := c.Effects.Load(id + int(etype))