Files
bl/logic/service/fight/node/skill.go
xinian ca7eb04f6e
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refactor: 重命名 ActionEndEx 为 Action_end_ex
2026-03-08 19:14:42 +08:00

67 lines
1.3 KiB
Go

package node
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
func (e *EffectNode) Skill_Pre() bool {
return true
}
// func (e *EffectNode) Calculate_Pre() bool {
// return true
// }
func (e *EffectNode) SkillHit() bool {
return true
}
func (e *EffectNode) SkillHit_ex() bool {
return true
}
func (e *EffectNode) CalculatePre() bool {
return true
}
func (e *EffectNode) OnSkill() bool {
// if e.Effect != nil {
// if e.Hit() { //没命中
// e.Effect.OnHit(ctx.Input, ctx.SkillEntity)
// } else {
// e.Effect.OnMiss(ctx.Input, ctx.SkillEntity)
// }
// }
return true
}
func (e *EffectNode) Skill_Can() bool {
return e.Input.CurrentPet.HP != 0
}
// func (e *EffectNode) Skill_Use_ex() bool {
// return true
// }
// func (e *EffectNode) SkillUseed() bool {
// // if e.Effect != nil {
// // if e.Input.CurrentPet.Info.Hp == 0 {
// // e.OnDefeat(ctx.Input, ctx.SkillEntity) //死亡
// // } else {
// // e.OnAlive(ctx.Input, ctx.SkillEntity) //存活
// // }
// // }
// // return true
// return true
// }
type Effect interface {
OnMiss(opp *input.Input, skill *info.SkillEntity)
OnHit(opp *input.Input, skill *info.SkillEntity)
OnDefeat(opp *input.Input, skill *info.SkillEntity) bool //如果需要死亡
OnAlive(opp *input.Input, skill *info.SkillEntity) bool //如果需要存活
}