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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@@ -42,9 +42,10 @@ namespace Cthangover.CardBattle.Actions
public PhysicsDefenceAction(CharacterCardNode source, CharacterCardNode target, ActionCharacter action, float speed = 1)
: base(source, target, action, speed) { }
/// <summary>Resets the phase clock and captures the target's original scale and colour.</summary>
protected override void DoInternalStart()
{
Timestamp = Time.GetTicksUsec() / 1_000_000.0;
Timestamp = Godot.Time.GetTicksUsec() / 1_000_000.0;
effectApplied = false;
phase = ActionPhase.Prepare;
targetOriginalScale = TargetControl.Scale;
@@ -53,7 +54,7 @@ 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);
}
@@ -73,9 +74,10 @@ 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 guard animation: approach, impact, defence stat application, return and recover.</summary>
protected override bool DoInternalAction()
{
float progress = GetPhaseProgress();
@@ -196,6 +198,7 @@ namespace Cthangover.CardBattle.Actions
return false;
}
/// <summary>Restores the target's captured visual state after the defence animation.</summary>
protected override void DoInternalEnd()
{
if (SourceControl != null)