refactor(fight/effect): 统一效果初始化接口,重构效果类型管理并优化参数传递逻辑
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@@ -9,24 +9,28 @@ import (
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// 施加一个基类effect
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type EffectStatus struct {
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node.EffectNode
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status info.EnumBattleStatus
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Status info.EnumBattleStatus
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}
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func (e *EffectStatus) UseSkill(opp *input.Input) bool {
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type EffectStatusNotSkill struct {
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EffectStatus
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}
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func (e *EffectStatusNotSkill) UseSkill(opp *input.Input) bool {
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return false
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}
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func init() {
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//麻痹,疲惫,害怕,石化,都是无法行动
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tt := func(t info.EnumBattleStatus, f *EffectStatus) {
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tt := func(t info.EnumBattleStatus, f *EffectStatusNotSkill) {
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f.status = t
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input.InitStatusEffect(int(t), f)
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f.Status = t
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input.InitEffect(input.EffectType.Status, int(t), f)
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}
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tt(info.BattleStatus.Paralysis, &EffectStatus{})
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tt(info.BattleStatus.Tired, &EffectStatus{})
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tt(info.BattleStatus.Sleep, &EffectStatus{})
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tt(info.BattleStatus.Petrified, &EffectStatus{})
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tt(info.BattleStatus.Paralysis, &EffectStatusNotSkill{})
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tt(info.BattleStatus.Tired, &EffectStatusNotSkill{})
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tt(info.BattleStatus.Sleep, &EffectStatusNotSkill{})
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tt(info.BattleStatus.Petrified, &EffectStatusNotSkill{})
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}
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