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
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@@ -22,7 +22,7 @@ func (this *EffectNode) BeforeMultiHit() bool {
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}
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// 回合结束前
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func (this *EffectNode) OnBeforeCalculateDamage(opp *input.Input, skill *info.SkillEntity) {
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func (this *EffectNode) BeforeCalculateDamage(opp *input.Input, skill *info.SkillEntity) {
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panic("not implemented") // TODO: Implement
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}
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@@ -46,10 +46,7 @@ func (this *EffectNode) PostDamage() bool {
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panic("not implemented") // TODO: Implement
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}
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// 正常来说,什么都不做
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func (this *EffectNode) IsCrit(opp *input.Input, skill *info.SkillEntity) {
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//return skill.Crit
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}
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func (this *EffectNode) OnDefeat() bool {
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panic("not implemented") // TODO: Implement
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@@ -18,6 +18,4 @@ func (e *EffectNode) OnSkill(opp *input.Input, skill *info.SkillEntity) {
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func (e *EffectNode) OnSkillPP() bool {
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return true
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}
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func (e *EffectNode) SkillUseEnd(*input.Input) {
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}
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