upd: sync local changes

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
iisaevandClaude Opus 5.5 committed 2026-10-16 16:18:12 +00:00
1 parent b243a318f4
commit 214ddb32fc
20 files changed
+120 -23

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+6 -3
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@@ -69,9 +69,10 @@ namespace Cthangover.CardBattle.Actions
movementPattern = (MovementPattern)GD.RandRange(0, 5);
}
/// <summary>Resets the phase clock and starts the attack sequence from the Wait phase.</summary>
protected override void DoInternalStart()
{
Timestamp = Time.GetTicksUsec() / 1_000_000.0;
Timestamp = Godot.Time.GetTicksUsec() / 1_000_000.0;
damageApplied = false;
stunEffectSpawned = false;
phase = ActionPhase.Wait;
@@ -80,7 +81,7 @@ namespace Cthangover.CardBattle.Actions
private float GetPhaseProgress()
{
float elapsed = (float)(Time.GetTicksUsec() / 1_000_000.0 - Timestamp) * Speed * (float)Engine.TimeScale;
float elapsed = (float)(Godot.Time.GetTicksUsec() / 1_000_000.0 - Timestamp) * Speed * (float)Godot.Engine.TimeScale;
float duration = GetCurrentPhaseDuration();
return Mathf.Clamp(elapsed / duration, 0f, 1f);
}
@@ -102,9 +103,10 @@ namespace Cthangover.CardBattle.Actions
private void ResetTimestamp()
{
Timestamp = Time.GetTicksUsec() / 1_000_000.0;
Timestamp = Godot.Time.GetTicksUsec() / 1_000_000.0;
}
/// <summary>Advances the multi-phase attack: dash in, impact, damage/stun application, return and recover.</summary>
protected override bool DoInternalAction()
{
float progress = GetPhaseProgress();
@@ -258,6 +260,7 @@ namespace Cthangover.CardBattle.Actions
return false;
}
/// <summary>Restores the target's captured position, scale and rotation after the attack animation.</summary>
protected override void DoInternalEnd()
{
if (SourceControl != null)