v0.9.2: fixed the player being able to input actions during combo moves

This commit is contained in:
Evan Debenham 2021-02-22 20:24:40 -05:00
parent 33e70fa89d
commit 3e4c137e20

View File

@ -228,6 +228,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
comboTime = 5f; comboTime = 5f;
Buff.affect(target, ParryTracker.class, Actor.TICK); Buff.affect(target, ParryTracker.class, Actor.TICK);
((Hero)target).spendAndNext(Actor.TICK); ((Hero)target).spendAndNext(Actor.TICK);
Dungeon.hero.busy();
} else { } else {
moveBeingUsed = move; moveBeingUsed = move;
GameScene.selectCell(listener); GameScene.selectCell(listener);
@ -447,6 +448,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
} else { } else {
Ballistica c = new Ballistica(target.pos, enemy.pos, Ballistica.PROJECTILE); Ballistica c = new Ballistica(target.pos, enemy.pos, Ballistica.PROJECTILE);
if (c.collisionPos == enemy.pos){ if (c.collisionPos == enemy.pos){
Dungeon.hero.busy();
target.sprite.jump(target.pos, c.path.get(c.dist-1), new Callback() { target.sprite.jump(target.pos, c.path.get(c.dist-1), new Callback() {
@Override @Override
public void call() { public void call() {
@ -468,6 +470,7 @@ public class Combo extends Buff implements ActionIndicator.Action {
} }
} else { } else {
Dungeon.hero.busy();
target.sprite.attack(cell, new Callback() { target.sprite.attack(cell, new Callback() {
@Override @Override
public void call() { public void call() {