upd: sync local changes
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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b243a318f4
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@@ -42,9 +42,10 @@ namespace Cthangover.CardBattle.Actions
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public PhysicsDefenceAction(CharacterCardNode source, CharacterCardNode target, ActionCharacter action, float speed = 1)
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: base(source, target, action, speed) { }
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/// <summary>Resets the phase clock and captures the target's original scale and colour.</summary>
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protected override void DoInternalStart()
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{
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Timestamp = Time.GetTicksUsec() / 1_000_000.0;
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Timestamp = Godot.Time.GetTicksUsec() / 1_000_000.0;
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effectApplied = false;
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phase = ActionPhase.Prepare;
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targetOriginalScale = TargetControl.Scale;
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@@ -53,7 +54,7 @@ namespace Cthangover.CardBattle.Actions
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private float GetPhaseProgress()
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{
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float elapsed = (float)(Time.GetTicksUsec() / 1_000_000.0 - Timestamp) * Speed * (float)Engine.TimeScale;
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float elapsed = (float)(Godot.Time.GetTicksUsec() / 1_000_000.0 - Timestamp) * Speed * (float)Godot.Engine.TimeScale;
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float duration = GetCurrentPhaseDuration();
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return Mathf.Clamp(elapsed / duration, 0f, 1f);
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}
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@@ -73,9 +74,10 @@ namespace Cthangover.CardBattle.Actions
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private void ResetTimestamp()
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{
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Timestamp = Time.GetTicksUsec() / 1_000_000.0;
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Timestamp = Godot.Time.GetTicksUsec() / 1_000_000.0;
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}
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/// <summary>Advances the guard animation: approach, impact, defence stat application, return and recover.</summary>
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protected override bool DoInternalAction()
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{
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float progress = GetPhaseProgress();
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@@ -196,6 +198,7 @@ namespace Cthangover.CardBattle.Actions
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return false;
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}
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/// <summary>Restores the target's captured visual state after the defence animation.</summary>
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protected override void DoInternalEnd()
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{
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if (SourceControl != null)
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