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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

fix(BigLaser): 修复跳帧导致伤害检测失败的问题

在applyDot函数中添加等待一帧的逻辑,确保伤害检测不会因跳帧而失效
This commit is contained in:
2026-05-10 15:02:37 +08:00
parent dfb5f8c926
commit ba32ccdbba
+1 -1
View File
@@ -7,13 +7,13 @@ var executeAtk: float = 0.25
func spawn():
CameraManager.shake(5000, 100) # 激光会运行5秒(5000毫秒),期间震屏超高强度
CameraManager.playAnimation("bigLaser")
baseDamage *= launcher.fields[FieldStore.Entity.ATTACK_SPEED]
func ai():
rotation = lerp_angle(rotation, ((launcher.currentFocusedPosition - position).angle()), 0.1)
position = launcher.texture.global_position
func applyDot():
hitbox.disabled = true
await TickTool.millseconds(dotTime / launcher.fields[FieldStore.Entity.ATTACK_SPEED])
await TickTool.frame() # 等至少一帧,防止跳帧导致没检测到伤害
hitbox.disabled = false
await TickTool.millseconds(dotTime / launcher.fields[FieldStore.Entity.ATTACK_SPEED])
await TickTool.frame() # 等至少一帧,防止跳帧导致没检测到伤害