Files
bl/logic/service/fight/node/PetSwitch.go
昔念 eac1d41043 fix(rpc): 修复日志输出格式并修正logic服务器注册逻辑
修复了rpc模块中日志输出时参数拼接错误的问题,同时修正了RegisterLogic函数中端口映射的逻辑错误。

feat(socket): 替换错误处理方式为panic

在ServerEvent.go中将网络启动失败的返回错误改为panic处理,提高错误可见性。

feat(fight): 增加战斗加载进度控制

在LoadPercent函数中增加对FightC非
2025-11-01 00:40:19 +08:00

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package node
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
)
// 切精灵返回false重写change方法来实现切换效果
// 精灵切换相关触发
func (e *EffectNode) OnSwitchIn(ctx input.Ctx) bool {
panic("not implemented") // TODO: Implement
}
func (e *EffectNode) OnSwitchOut(ctx input.Ctx) bool {
//下场默认清除effect
if e.GetInput().UserID == ctx.Player.GetInfo().UserID { //清除对方的我方施加uff
e.NotALive()
}
return true
}
func (e *EffectNode) OnOwnerSwitchIn(ctx input.Ctx) bool {
return true
}
// 自身下场,清除掉技能效果
func (e *EffectNode) OnOwnerSwitchOut(ctx input.Ctx) bool {
e.Input.AttackValue = info.NewAttackValue(e.Input.UserID)
return true
}