package node import ( "blazing/logic/service/fight/action" ) func (e *EffectNode) ActionStart(fattack, sattack *action.SelectSkillAction) bool { return true } func (e *EffectNode) ActionStartEx(fattack, sattack *action.SelectSkillAction) bool { return true } func (e *EffectNode) ComparePre(fattack, sattack *action.SelectSkillAction) bool { //比较前对优先级的修改 { return true } func (e *EffectNode) TurnStart(fattack, sattack *action.SelectSkillAction) { //panic("not implemented") // TODO: Implement } func (e *EffectNode) TurnEnd() { // println("效果结算", e.id.Suffix(), e.duration) if e.duration == 0 { // 保留 (负数表示永久) e.Alive(false) } else { // e.trunl.Do(func() { // if !e.Ctx().Our.FightC.IsFirst(e.Ctx().Our.Player) { //如果我方后手,那就给回合+1 // e.duration++ // // e.Alive(true) // } if e.duration > 0 { e.duration-- } // }) } }