bug fix in combo break

This commit is contained in:
2025-09-20 06:29:18 +02:00
parent da6ca9cc4c
commit e802cf475c
3 changed files with 15 additions and 17 deletions

View File

@@ -41,9 +41,9 @@ namespace Invector.vMelee
[Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")]
public float senselessTime;
[Header("Attack Flow")]
[Tooltip("Normalized time point to start allowing the next attack input.")]
public float blockInputBeforeTime = 0.5f;
//[Header("Attack Flow")]
//[Tooltip("Normalized time point to start allowing the next attack input.")]
//public float blockInputBeforeTime = 0.5f;
[Header("Combo & Movement")]
[Tooltip("Normalized time to unlock rotation, allowing the player to aim the next attack in a combo. Set to 1 to disable.")]
@@ -248,9 +248,10 @@ namespace Invector.vMelee
BlockAttack(false);
// --- END MODIFICATION ---
}
private void ManageComboLogic(float currentNormalizedTime)
{
/*
if (blockInputBeforeTime > 0f)
{
if (currentNormalizedTime >= blockInputBeforeTime)
@@ -262,7 +263,8 @@ namespace Invector.vMelee
BlockAttack(true); // Block input
}
}
*/
if (!useComboTimingWindow) return;
bool isInsideWindow = currentNormalizedTime >= comboWindowStartTime;
@@ -273,9 +275,14 @@ namespace Invector.vMelee
{
_comboWindowEffectTriggered = true;
TimeController.Instance.SetTimeScaleForRealTimeSec(comboWindowTimeScale, comboWindowDuration, false);
BlockAttack(false);
if (debug) Debug.Log($"({damageType}) COMBO WINDOW OPEN. Accepting input.");
}
}
else
{
BlockAttack(true);
}
}
// --- Other methods remain unchanged ---