```
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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@@ -10,7 +10,7 @@ func (e *EffectNode) Action_start(fattack, sattack *action.SelectSkillAction) bo
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func (e *EffectNode) Action_start_ex(fattack, sattack *action.SelectSkillAction) bool {
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return true
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}
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func (e *EffectNode) Compare_Pre(fattack, sattack *action.SelectSkillAction) bool { //比较前对优先级的修改 {
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func (e *EffectNode) ComparePre(fattack, sattack *action.SelectSkillAction) bool { //比较前对优先级的修改 {
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return true
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}
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@@ -15,11 +15,11 @@ func (e *EffectNode) DamageFloor(_ *info.DamageZone) bool {
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return true
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}
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func (e *EffectNode) Damage_DIV_ex(_ *info.DamageZone) bool {
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func (e *EffectNode) DamageDivEx(_ *info.DamageZone) bool {
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return true
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}
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func (e *EffectNode) Damage_SUB_ex(_ *info.DamageZone) bool {
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func (e *EffectNode) DamageSubEx(_ *info.DamageZone) bool {
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return true
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}
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@@ -120,7 +120,7 @@ func (e *EffectNode) AttackTime(*input.Input, *input.Input) bool {
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return true
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}
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func (e *EffectNode) Prop_Befer(in *input.Input, prop int8, level int8, ptype info.EnumAbilityOpType) bool {
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func (e *EffectNode) PropBefer(in *input.Input, prop int8, level int8, ptype info.EnumAbilityOpType) bool {
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return true
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}
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func (e *EffectNode) BoolisFalse(t ...bool) bool {
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@@ -13,10 +13,10 @@ func (e *EffectNode) Skill_Pre() bool {
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// return true
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// }
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func (e *EffectNode) Skill_Hit() bool {
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func (e *EffectNode) SkillHit() bool {
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return true
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}
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func (e *EffectNode) Skill_Hit_ex() bool {
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func (e *EffectNode) SkillHit_ex() bool {
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return true
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}
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func (e *EffectNode) OnSkill() bool {
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