```
refactor(fight): 统一战斗系统函数命名规范 统一了boss技能和效果系统中的函数命名规范,将下划线命名方式 改为驼峰命名方式,提高代码一致性和可读性。 函数名变更包括: - Prop_Befer -> PropBefer - Damage_DIV_ex -> DamageDivEx - Compare_Pre -> ComparePre - Skill_Hit_ex -> SkillHit_ex - Damage_SUB_ex -> DamageSubEx - Skill_Hit -> SkillHit - DamageLock_ex -> DamageLock_ex 同时更新了相关注释中的函数名引用,
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@@ -86,7 +86,7 @@ type Burned struct {
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ContinuousDamage //继承扣血类
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}
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func (e *Burned) Skill_Hit() bool {
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func (e *Burned) SkillHit() bool {
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e.Ctx().SkillEntity.Power /= 2
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return true
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@@ -175,7 +175,7 @@ type Weakened struct {
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BaseStatus
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}
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func (e *Weakened) Damage_DIV_ex(t *info.DamageZone) bool {
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func (e *Weakened) DamageDivEx(t *info.DamageZone) bool {
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// 1. 定义衰弱等级对应的倍率表(索引对应等级,0级无倍率)
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// 索引0: 0%(未衰弱)、1:25%、2:50%、3:100%、4:250%、5:500%
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weakenedMultiples := []alpacadecimal.Decimal{
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