refactor(fight/effect): 重构效果触发时机处理,统一命中前/后接口并移除冗余方法

This commit is contained in:
1
2025-09-24 20:01:12 +00:00
parent 3314c11b48
commit 5a8d84ed40
7 changed files with 22 additions and 42 deletions

View File

@@ -22,7 +22,7 @@ func (this *EffectNode) BeforeMultiHit() bool {
}
// 回合结束前
func (this *EffectNode) OnBeforeCalculateDamage(opp *input.Input, skill *info.SkillEntity) {
func (this *EffectNode) BeforeCalculateDamage(opp *input.Input, skill *info.SkillEntity) {
panic("not implemented") // TODO: Implement
}
@@ -46,10 +46,7 @@ func (this *EffectNode) PostDamage() bool {
panic("not implemented") // TODO: Implement
}
// 正常来说,什么都不做
func (this *EffectNode) IsCrit(opp *input.Input, skill *info.SkillEntity) {
//return skill.Crit
}
func (this *EffectNode) OnDefeat() bool {
panic("not implemented") // TODO: Implement

View File

@@ -18,6 +18,4 @@ func (e *EffectNode) OnSkill(opp *input.Input, skill *info.SkillEntity) {
func (e *EffectNode) OnSkillPP() bool {
return true
}
func (e *EffectNode) SkillUseEnd(*input.Input) {
}