- 将Alive()方法改为Alive(bool)可设置方法,替代NotALive() - 将GetOwner()改为Owner(bool)可设置方法 - 修复效果初始化时默认激活状态 - 优化效果叠层和取消逻辑 - 修正超时处理日志输出
28 lines
602 B
Go
28 lines
602 B
Go
package node
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import (
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"blazing/logic/service/fight/action"
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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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func (e *EffectNode) Compare_Pre(fattack, sattack *action.SelectSkillAction) bool {
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return false
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}
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func (e *EffectNode) Turn_Start(ctx input.Ctx) {
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//panic("not implemented") // TODO: Implement
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}
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func (e *EffectNode) Turn_End(ctx input.Ctx) {
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if e.duration == 0 { // 保留 (负数表示永久)
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e.Alive(false)
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} else {
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e.duration--
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}
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}
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func (e *EffectNode) OnDefeat(*input.Input, *info.SkillEntity) bool {
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panic("not implemented") // TODO: Implement
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}
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