refactor: 重构战斗系统支持多单位多动作
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@@ -155,13 +155,15 @@ var BattleOverReason = enum.New[struct {
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// AttackValue 战斗中的攻击数值信息
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type AttackValue struct {
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UserID uint32 `json:"userId" fieldDescription:"玩家的米米号 与野怪对战userid = 0"`
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SkillID uint32 `json:"skillId" fieldDescription:"使用技能的id"`
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AttackTime uint32 `json:"attackTime" fieldDescription:"是否击中 如果为0 则miss 如果为1 则击中,2为必中"`
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LostHp uint32 `json:"lostHp" fieldDescription:"我方造成的伤害"`
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GainHp int32 `json:"gainHp" fieldDescription:"我方获得血量"`
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RemainHp int32 `json:"remainHp" fieldDescription:"我方剩余血量"`
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MaxHp uint32 `json:"maxHp" fieldDescription:"我方最大血量"`
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UserID uint32 `json:"userId" fieldDescription:"玩家的米米号 与野怪对战userid = 0"`
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ActorIndex uint32 `json:"actorIndex" fieldDescription:"当前动作所属战斗位"`
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TargetIndex uint32 `json:"targetIndex" fieldDescription:"当前动作目标战斗位"`
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SkillID uint32 `json:"skillId" fieldDescription:"使用技能的id"`
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AttackTime uint32 `json:"attackTime" fieldDescription:"是否击中 如果为0 则miss 如果为1 则击中,2为必中"`
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LostHp uint32 `json:"lostHp" fieldDescription:"我方造成的伤害"`
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GainHp int32 `json:"gainHp" fieldDescription:"我方获得血量"`
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RemainHp int32 `json:"remainHp" fieldDescription:"我方剩余血量"`
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MaxHp uint32 `json:"maxHp" fieldDescription:"我方最大血量"`
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//颜色
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State uint32 `json:"state" `
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SkillListLen uint32 `struc:"sizeof=SkillList"`
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