Files
bl/logic/service/fight/node/attack.go

73 lines
1.6 KiB
Go

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) 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 (e *EffectNode) OnHit() bool {
panic("not implemented") // TODO: Implement
}
func (e *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
}