Bugfix: Do not set a new combat target after running animation when combat has ended.

This commit is contained in:
Oskar Wiksten
2013-07-01 23:00:39 +02:00
parent fd2014a697
commit 26ccfee924

View File

@@ -131,6 +131,8 @@ public final class CombatController implements VisualEffectCompletedCallback {
executePlayerAttack();
} else if (world.model.uiSelections.selectedPosition != null) {
executeCombatMove(world.model.uiSelections.selectedPosition);
} else if (controllers.effectController.isRunningVisualEffect()) {
return;
} else if (canExitCombat()) {
exitCombat(true);
} else if (dx != 0 || dy != 0) {
@@ -392,6 +394,7 @@ public final class CombatController implements VisualEffectCompletedCallback {
@Override
public void onVisualEffectCompleted(int callbackValue) {
if (!world.model.uiSelections.isInCombat) return;
if (callbackValue == CALLBACK_MONSTERATTACK) {
monsterAttackCompleted();
} else if (callbackValue == CALLBACK_PLAYERATTACK) {