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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

fix(EnergyBlock): 为不同攻击类型添加适当的延迟

在攻击动画结束后添加等待时间,确保动画播放完整后再执行后续动作
This commit is contained in:
2026-05-10 23:04:16 +08:00
parent b1e25afb02
commit 97f52a5dda
@@ -27,6 +27,7 @@ func attack(type: int):
for bullet in BulletBase.generate(ComponentManager.getBullet("SwingSword"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition)):
if bullet is SwingSwordBullet:
await bullet.destroied
await TickTool.millseconds(1000)
elif type == 1:
for bullet in BulletBase.generate(ComponentManager.getBullet("Broom"), self , getTrackingAnchor(), getTrackingAnchor().angle_to_point(currentFocusedPosition)):
if is_instance_valid(currentBroom): break
@@ -38,6 +39,7 @@ func attack(type: int):
await chargeUp()
trySprint()
currentBroom.animator.play("attack")
await TickTool.millseconds(1000)
elif type == 2:
for i in 3:
for bullet in BulletBase.generate(ComponentManager.getBullet("BroomGun"), self , position, position.angle_to_point(currentFocusedPosition)):
@@ -51,6 +53,7 @@ func attack(type: int):
bullet.animator.play("rotate")
await bullet.destroied
fields[FieldStore.Entity.MOVEMENT_SPEED] /= 3
await TickTool.millseconds(4000)
elif type == 4:
BulletBase.generate(ComponentManager.getBullet("BroomBoomerang"), self , position, position.angle_to_point(currentFocusedPosition))
elif type == 5: