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,
This commit is contained in:
2026-01-04 22:10:34 +08:00
parent 0f524aab85
commit 142ef11a99
65 changed files with 2390 additions and 3567 deletions

View File

@@ -10,7 +10,7 @@ func (e *EffectNode) Action_start(fattack, sattack *action.SelectSkillAction) bo
func (e *EffectNode) Action_start_ex(fattack, sattack *action.SelectSkillAction) bool {
return true
}
func (e *EffectNode) Compare_Pre(fattack, sattack *action.SelectSkillAction) bool { //比较前对优先级的修改 {
func (e *EffectNode) ComparePre(fattack, sattack *action.SelectSkillAction) bool { //比较前对优先级的修改 {
return true
}

View File

@@ -15,11 +15,11 @@ func (e *EffectNode) DamageFloor(_ *info.DamageZone) bool {
return true
}
func (e *EffectNode) Damage_DIV_ex(_ *info.DamageZone) bool {
func (e *EffectNode) DamageDivEx(_ *info.DamageZone) bool {
return true
}
func (e *EffectNode) Damage_SUB_ex(_ *info.DamageZone) bool {
func (e *EffectNode) DamageSubEx(_ *info.DamageZone) bool {
return true
}

View File

@@ -120,7 +120,7 @@ func (e *EffectNode) AttackTime(*input.Input, *input.Input) bool {
return true
}
func (e *EffectNode) Prop_Befer(in *input.Input, prop int8, level int8, ptype info.EnumAbilityOpType) bool {
func (e *EffectNode) PropBefer(in *input.Input, prop int8, level int8, ptype info.EnumAbilityOpType) bool {
return true
}
func (e *EffectNode) BoolisFalse(t ...bool) bool {

View File

@@ -13,10 +13,10 @@ func (e *EffectNode) Skill_Pre() bool {
// return true
// }
func (e *EffectNode) Skill_Hit() bool {
func (e *EffectNode) SkillHit() bool {
return true
}
func (e *EffectNode) Skill_Hit_ex() bool {
func (e *EffectNode) SkillHit_ex() bool {
return true
}
func (e *EffectNode) OnSkill() bool {