fix: 修复空提交问题
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@@ -26,23 +26,21 @@ type Input struct {
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Effects []Effect //effects 实际上全局就是effect无限回合 //effects容器 技能的
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EffectCache []Effect //这里是命中前执行的容器,也就是命中前执行的所有逻辑相关,理论上一个effect被激活,就应该同时将其他的effect取消激活
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Effect_Lost []Effect
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//CanUseSkill bool
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//Effect_Lost []Effect
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//NewEffects []Effect
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// 删掉伤害记录,可以在回调中记录,而不是每次调用记录
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SumDamage decimal.Decimal //伤害
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// DamageZone struct {
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// Damage decimal.Decimal //伤害
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// BeforeADD decimal.Decimal //攻击伤害
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// BeforeMul decimal.Decimal
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// BeforeFloor decimal.Decimal
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// BeforeDiv decimal.Decimal
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// BeforeSUB decimal.Decimal
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// BeforeLock decimal.Decimal //锁伤 先锁受击方,再锁攻击方 受击方免疫也是这么锁 免疫等于锁0
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// BeforeLocked decimal.Decimal
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// //BeforePost decimal.Decimal
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DamageZone struct {
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Damage decimal.Decimal //伤害
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BeforeADD decimal.Decimal //攻击伤害
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BeforeMul decimal.Decimal
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BeforeFloor decimal.Decimal
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BeforeDiv decimal.Decimal
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BeforeSUB decimal.Decimal
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BeforeLock decimal.Decimal //锁伤 先锁受击方,再锁攻击方 受击方免疫也是这么锁 免疫等于锁0
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BeforeLocked decimal.Decimal
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//BeforePost decimal.Decimal
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//OldAttack int //攻击伤害被挡前伤害记录
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} //伤害容器
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// //OldAttack int //攻击伤害被挡前伤害记录
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// } //伤害容器
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//First bool //是否先手
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}
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@@ -123,7 +121,7 @@ func (our *Input) ResetAttackValue() {
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our.AttackValue.IsCritical = 0
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our.AttackValue.GainHp = 0
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our.AttackValue.LostHp = 0
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our.DamageZone.Damage = decimal.NewFromInt(0)
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our.SumDamage = decimal.NewFromInt(0)
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//our.CanUseSkill = true
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}
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