`` refactor(fight): 优化效果添加逻辑,区分主动方和被动方处理并添加注释说明``
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@@ -41,6 +41,8 @@ type Effect interface {
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PreBattleEnd(ctx Ctx) bool //战斗结束前
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OnBattleEnd(ctx Ctx) bool //战斗结束
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Prop_Befer(in *Input, prop, level int8, ptype info.EnumAbilityOpType) bool //锁定属性
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//效果添加时候应该区分主动方和被动方来确认是主动添加的还是受击添加的
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//boss是进入防守方才被添加抵御异常状态效果的,boss免疫的实质是给挑战者挂载一个阻止添加给对手的debuff
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EFFect_Befer()
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SetArgs(input *Input, param ...int)
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