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bl/logic/service/fight/effect/effect_62.go

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package effect
import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* n回合内没有击败则对方死亡
*/
type Effect62 struct {
node.EffectNode
Hide bool // 是否隐藏 正常是命中就可用,镇魂歌是回合数到才可用
}
func init() {
input.InitEffect(input.EffectType.Skill, 62, &Effect62{
EffectNode: node.EffectNode{
Owner: true,
},
})
}
func (this *Effect62) OnDamage() bool {
if this.Hide { //如果本可用
//直接秒杀对方
}
return true
}
func (this *Effect62) TurnEnd(e *input.Input) {
this.EffectNode.TurnEnd(e) //先调用回合
if this.Duration(0) != 1 { //说明还没到生效节点
this.Hide = true //隐藏效果
}
}
func (e *Effect62) SkillUseEnd(opp *input.Input) {
if !e.Hide { //如果还在隐藏,就直接返回
defer e.EffectNode.NotALive() //失效
//应该是对方固定伤害等于自身血量
//e.Input.Death() //本只死亡
}
//否则触发秒杀 在对面使用技能后
//return true
}
// 默认添加回合
func (e *Effect62) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
// 因为对方切精灵,这个效果也要无效掉
func (this *Effect62) OnSwitchIn() bool {
if this.Hide { //如果还在隐藏,就直接返回
return true
}
//this.GetBattle().Effects[this.GetInput().UserID].RemoveEffect(this)
//否则触发秒杀 在对面使用技能后
return true
}