diff --git a/scripts/Statemachine/BulletBase.gd b/scripts/Statemachine/BulletBase.gd index 1fe5d13..d2d18c1 100644 --- a/scripts/Statemachine/BulletBase.gd +++ b/scripts/Statemachine/BulletBase.gd @@ -27,7 +27,7 @@ var spawnInWhere: Vector2 = Vector2.ZERO func _ready(): area_entered.connect(hit) - spawnInWhen = Time.get_ticks_msec() + spawnInWhen = WorldManager.getTime() spawnInWhere = position spawn() dotLoop() @@ -40,7 +40,7 @@ func _ready(): animator.play("loop") func _process(_delta: float) -> void: if lifeTime > 0: - if Time.get_ticks_msec() - spawnInWhen >= lifeTime: + if WorldManager.getTime() - spawnInWhen >= lifeTime: destroy() if lifeDistance > 0: if position.distance_to(spawnInWhere) >= lifeDistance: @@ -67,7 +67,7 @@ func forward(direction: Vector2): func fullPenerate(): return fields.get(FieldStore.Bullet.PENERATE) + launcher.fields.get(FieldStore.Entity.PENERATE) + GameRule.penerateRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE] func timeLived(): - return Time.get_ticks_msec() - spawnInWhen + return WorldManager.getTime() - spawnInWhen func dotLoop(): if await applyDot(): await dotLoop() diff --git a/scripts/Statemachine/EntityBase.gd b/scripts/Statemachine/EntityBase.gd index d42fef7..f9e9fe3 100644 --- a/scripts/Statemachine/EntityBase.gd +++ b/scripts/Statemachine/EntityBase.gd @@ -176,11 +176,11 @@ func useEnergy(value: float): energyChanged.emit(energy) return state func isCooldowned(): - return Time.get_ticks_msec() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED) + return WorldManager.getTime() - lastAttack >= cooldownUnit / fields.get(FieldStore.Entity.ATTACK_SPEED) func startCooldown(): var state = isCooldowned() if state: - lastAttack = Time.get_ticks_msec() + lastAttack = WorldManager.getTime() return state func tryAttack(type: int): var state = startCooldown()