package node import ( "blazing/logic/service/fight/info" "blazing/logic/service/fight/input" ) // 技能命中计算 func (this *EffectNode) IsHit(opp *input.Input, skill *info.SkillEntity) { } // 被命中计算,默认直接返回,重写这个来实现闪避率 func (this *EffectNode) TakeHit(opp *input.Input, skill *info.SkillEntity) { } func (this *EffectNode) SkillUseEnd() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) BeforeMultiHit() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) BeforeHit() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) OnBeforeCalculateDamage(opp *input.Input, skill *info.SkillEntity) { panic("not implemented") // TODO: Implement } func (this *EffectNode) PreDamage() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) CalculateDamage(opp *input.Input, skill *info.SkillEntity) { panic("not implemented") // TODO: Implement } func (this *EffectNode) OnDamage() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) Shield() bool { panic("not implemented") // TODO: Implement } 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) OnHit() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) OnMiss() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) AfterAttacked() bool { panic("not implemented") // TODO: Implement } func (this *EffectNode) OnDefeat() bool { panic("not implemented") // TODO: Implement }