Update drop-and-fusion-engine.ts
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		| @@ -239,7 +239,7 @@ export class DropAndFusionGame extends EventEmitter<{ | ||||
|  | ||||
| 			// 連鎖してfusionした場合の分かりやすさのため少し間を置いてからfusion対象になるようにする | ||||
| 			this.tickCallbackQueue.push({ | ||||
| 				frame: this.frame + 100, | ||||
| 				frame: this.frame + 6, | ||||
| 				callback: () => { | ||||
| 					this.activeBodyIds.push(body.id); | ||||
| 				}, | ||||
| @@ -347,7 +347,7 @@ export class DropAndFusionGame extends EventEmitter<{ | ||||
| 					} else { | ||||
| 						fusionReservedPairs.push({ bodyA, bodyB }); | ||||
| 						this.tickCallbackQueue.push({ | ||||
| 							frame: this.frame + 100, | ||||
| 							frame: this.frame + 6, | ||||
| 							callback: () => { | ||||
| 								fusionReservedPairs = fusionReservedPairs.filter(x => x.bodyA.id !== bodyA.id && x.bodyB.id !== bodyB.id); | ||||
| 								this.fusion(bodyA, bodyB); | ||||
|   | ||||
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