-
Notifications
You must be signed in to change notification settings - Fork 0
Open
Labels
featureNew feature or requestNew feature or requestgameplayAnything affecting the core loop (combat, waves, health).Anything affecting the core loop (combat, waves, health).
Milestone
Description
Why
- PC attack currently depends on click frequency, while Android supports hold-to-repeat.
- This creates control inconsistency and caps practical DPS by user click speed.
Proposed Change
- Add a desktop hold-fire path so holding LMB continuously requests attacks.
- Route hold requests through the same authoritative attack cooldown gate used by existing fire logic.
- Preserve single-click behavior and avoid behavior regressions in UI interaction.
Acceptance Criteria
- Holding LMB triggers repeated attacks without repeated clicking.
- Attack cadence while holding is governed by effective attack rate, not frame rate.
- Existing single-click attacks still work.
- Android hold-fire behavior remains unchanged.
Testing / Validation
- Manual:
- In MainPrototype, hold LMB with unarmed and sword equipped.
- Verify repeat attacks occur and cadence scales with weapon attack speed.
- Automated:
- EditMode: add/input tests for hold intent generation and cooldown-gated repeats.
- PlayMode: add smoke test for hold-to-repeat attack cadence.
Context (Optional)
- Related: feat(combat): wire weapon attackSpeed to MobileInputDriver attack rate #145
- Milestone: P3 Core Gameplay
Reactions are currently unavailable
Metadata
Metadata
Assignees
Labels
featureNew feature or requestNew feature or requestgameplayAnything affecting the core loop (combat, waves, health).Anything affecting the core loop (combat, waves, health).