refactor(fight/input): 新增消强处理逻辑并优化GetAction方法格式
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@@ -10,6 +10,11 @@ func (u *Input) Death() {
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// 1是添加,-1是减少,0是清除
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func (u *Input) SetProp(prop, level int) {
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if level == 0 { //说明是消强
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//todo 消强交互
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}
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//todo 待交互
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u.AttackValue.Prop[prop] = u.AttackValue.Prop[prop] + int8(level)
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@@ -18,7 +23,7 @@ func (u *Input) SetProp(prop, level int) {
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}
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func (u *Input) GetAction(opp *Input) {
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//使用1#技能,实际上要按照四个技能权重去使用
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u.FightC.UseSkill(u.Player, int32(u.FightC.GetCurrPET(u.Player).Skills[0].ID))
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//使用1#技能,实际上要按照四个技能权重去使用
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u.FightC.UseSkill(u.Player, int32(u.FightC.GetCurrPET(u.Player).Skills[0].ID))
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}
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