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	fix: 瞬移与移动冲突
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				| @ -696,6 +696,7 @@ control.prototype.moveDirectly = function (destX, destY, ignoreSteps) { | ||||
| 
 | ||||
| ////// 尝试瞬间移动 //////
 | ||||
| control.prototype.tryMoveDirectly = function (destX, destY) { | ||||
|     if (core.isMoving()) return false; | ||||
|     if (this.nearHero(destX, destY)) return false; | ||||
|     var canMoveArray = core.maps.generateMovableArray(); | ||||
|     var dirs = [ | ||||
|  | ||||
| @ -32,5 +32,6 @@ | ||||
|     "生命回复不会超过防御的十分之一", | ||||
|     "不想看小贴士?设置里面可以关掉!", | ||||
|     "不小心进入了追猎范围?读取自动存档撤回到进入前吧!", | ||||
|     "不小心进入了电摇嘲讽范围?读取自动存档撤回到进入前吧!" | ||||
|     "不小心进入了电摇嘲讽范围?读取自动存档撤回到进入前吧!", | ||||
|     "小地图出现卡顿?试试在背包中系统设置里把小地图懒更新打开吧!" | ||||
| ] | ||||
| @ -255,6 +255,7 @@ export function init() { | ||||
|             destY: number, | ||||
|             stepPostfix: DiredLoc[] | ||||
|         ) { | ||||
|             if (heroMover.moving) return; | ||||
|             if (!core.status.played || core.status.lockControl) return; | ||||
|             if (this._setAutomaticRoute_isMoving(destX, destY)) return; | ||||
|             if (this._setAutomaticRoute_isTurning(destX, destY, stepPostfix)) | ||||
|  | ||||
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