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