73 lines
1.6 KiB
Go
73 lines
1.6 KiB
Go
package node
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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)
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// 技能命中计算
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func (this *EffectNode) IsHit(opp *input.Input, skill *info.SkillEntity) {
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}
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// 被命中计算,默认直接返回,重写这个来实现闪避率
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func (this *EffectNode) TakeHit(opp *input.Input, skill *info.SkillEntity) {
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}
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func (this *EffectNode) BeforeMultiHit() bool {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) BeforeHit() bool {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) OnBeforeCalculateDamage(opp *input.Input, skill *info.SkillEntity) {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) PreDamage() bool {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) CalculateDamage(opp *input.Input, skill *info.SkillEntity) {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) OnDamage() bool {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) Shield() bool {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) PostDamage() bool {
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panic("not implemented") // TODO: Implement
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}
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// 正常来说,什么都不做
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func (this *EffectNode) IsCrit(opp *input.Input, skill *info.SkillEntity) {
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//return skill.Crit
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}
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func (e *EffectNode) OnHit() bool {
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panic("not implemented") // TODO: Implement
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}
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func (e *EffectNode) OnMiss() bool {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) AfterAttacked() bool {
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panic("not implemented") // TODO: Implement
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}
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func (this *EffectNode) OnDefeat() bool {
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panic("not implemented") // TODO: Implement
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}
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