```
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refactor(fight): 统一技能使用方法命名规范

将多个战斗相关的结构体中的技能使用方法名从不一致的命名
(SkillUseed, OnSkill)统一改为Skill_Use,提高代码一致性。

同时优化了Effect3效果处理逻辑,简化了属性遍历方式,
并修复了先手控制逻辑中的EffectCache处理方式。

BREAKING CHANGE: 技能使用
This commit is contained in:
昔念
2026-03-09 17:14:41 +08:00
parent f35af82bec
commit 36f7aae476
12 changed files with 48 additions and 59 deletions

View File

@@ -221,21 +221,9 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
attacker.RecoverEffect()
currentSkill = nil
if i == 0 { //先手方被控,这时候应该算做未出手状态
if canUse {
f.TrueFirst = attacker
attacker.Exec(func(effect input.Effect) bool {
effect.IsFirst(true)
return true
})
} else {
f.TrueFirst = defender
defender.Exec(func(effect input.Effect) bool {
effect.IsFirst(true)
return true
})
f.TrueFirst = defender
for _, effect := range defender.EffectCache {
effect.IsFirst(true)
}
}
@@ -253,6 +241,10 @@ func (f *FightC) enterturn(firstAttack, secondAttack *action.SelectSkillAction)
// }
} else {
for _, effect := range attacker.EffectCache {
effect.IsFirst(true)
}
f.processSkillAttack(attacker, defender, currentSkill)
currentSkill = originalSkill //还原技能