战斗修改
This commit is contained in:
@@ -1,48 +1,38 @@
|
||||
package node
|
||||
|
||||
import (
|
||||
"blazing/logic/service/fight/info"
|
||||
"blazing/logic/service/fight/input"
|
||||
)
|
||||
|
||||
func (e *EffectNode) OnSkillPP() bool {
|
||||
func (e *EffectNode) Damage_ADD(ctx input.Ctx) bool {
|
||||
return true
|
||||
|
||||
}
|
||||
|
||||
func (e *EffectNode) Damage_Mul(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// 使用技能前
|
||||
func (e *EffectNode) CanSkill(opp *input.Input) bool {
|
||||
|
||||
return e.Input.CurrentPet.HP != 0
|
||||
func (e *EffectNode) Damage_Floor(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// 命中前 攻击伤害结算
|
||||
func (e *EffectNode) PreSkill(opp *input.Input, skill *info.SkillEntity) {
|
||||
|
||||
}
|
||||
func (e *EffectNode) PreAttacked(*input.Input, *info.SkillEntity) {
|
||||
|
||||
}
|
||||
func (e *EffectNode) BeforeSkill(opp *input.Input, skill *info.SkillEntity) {
|
||||
|
||||
func (e *EffectNode) Damage_DIV(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// 使用技能时,不可被继承,继承Miss和Hit就行
|
||||
func (e *EffectNode) OnSkill(opp *input.Input, skill *info.SkillEntity) {
|
||||
|
||||
if e.Hit() { //没命中
|
||||
e.OnHit(opp, skill)
|
||||
} else {
|
||||
e.OnMiss(opp, skill)
|
||||
}
|
||||
|
||||
func (e *EffectNode) Damage_SUB(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// miss
|
||||
func (e *EffectNode) OnMiss(opp *input.Input, skill *info.SkillEntity) {
|
||||
|
||||
func (e *EffectNode) Damage_Lock(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
type Effect interface {
|
||||
OnMiss(opp *input.Input, skill *info.SkillEntity)
|
||||
OnHit(opp *input.Input, skill *info.SkillEntity)
|
||||
func (e *EffectNode) Damage_Locked(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
func (e *EffectNode) Damage_Shield(ctx input.Ctx) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user