refactor(fight/effect): 重构效果命中处理逻辑,统一Hit接口并优化效果触发时机
This commit is contained in:
@@ -29,9 +29,9 @@ type Effect interface {
|
||||
|
||||
OnSkill(opp *Input, skill *info.SkillEntity) //闪避率计算,,实际上是修改命中的判断
|
||||
|
||||
OnMiss(opp *Input, skill *info.SkillEntity) // 技能未命中时触发
|
||||
|
||||
BeforHit(opp *Input, skill *info.SkillEntity) // 技能命中前触发
|
||||
OnHit(opp *Input, skill *info.SkillEntity) // 技能命中时触发
|
||||
|
||||
|
||||
AfterHit(opp *Input, skill *info.SkillEntity) // 技能命中后触发
|
||||
|
||||
@@ -66,7 +66,7 @@ type Effect interface {
|
||||
|
||||
//回合数,然后次数另外维护
|
||||
Duration(...int) int
|
||||
|
||||
Hit(...bool) bool
|
||||
Alive() bool
|
||||
Stack(...int) int
|
||||
GetMaxStack() int
|
||||
|
||||
Reference in New Issue
Block a user