4JF2MUNF23IFAVVECZNP3JJLFPEB36V7FDRQOKIZNF6Q2FAGOFRQC 4PLSNSVW4VOQW5ZXXZGUWB56WI33SXTGWOCD7PNE36OWDGD7NRJAC 5I5QA3YK5G5QQCXMSDOEAX3A74LVXV7PYWAIHMLFANR2GUFWMKGQC QAZ3YAYCPNY45B4NZDRONZ5RHAYNAKDG7PZUNHUHAVU2LTJ5XCVAC 7PYVWF7I4JWTDZ5M7Q5BCKGEICUXHXKWEYQB4OGUXZE5VBJ45PBQC NZIEX6J6Q6DSJKNSCTHNIA6EJDQEGMK3ZSP3LKX2UAEDHURQPRVQC KBOT5YUY4FDPAKAAHBUDE6XHHW3EUDPLEKRRUTYPAYB7TNGLZNHQC FIMVA3BI72IWMBRN5T3PKDCKSJW667BH25INKDWSPWGHLRKCNAPAC DIEGZM3YMQCKTQW3NLESFZBOGMWW6FT6TZOUL7IUAJD2X5IISUYAC XIPU27GAVXMAKDP42DDSYNA6DSN5WBHH6AG4EK6YIIM43AQQHQAAC MML56TWYWB6SUY5JEWHG2PNLAH3JY72PGCEXIGOYE54EAC2WSWBAC DTKCWM4J7PFNWAAES3RZHQGDA6PTDNX4TZVOXAKF5V7LCZBI3XUAC LTG4LQJEMFY22QOI6E5HM3U4OE3JCYRFJ6VGW3KI3AFTMHZCTWRAC CD5FF75KTOBTMVMTMCKMR6F5DFKOF26I5K43ITNHGBI3ZAZHA4RAC }}public bool TryQueueWeave(RuneWeaving weaving) {bool weaveQueued;if (true) {weaveQueued = true;if (!_isWeaving) {StartCoroutine(Weave(weaving));_isWeaving = true;}}return weaveQueued;}IEnumerator Weave(RuneWeaving weaving) {// Just started Weaving, not advancing right nowconst float maxWeavingTime = 10f;float weavingTime = 0f;weaving.Reset();yield return null;print("Starting Weave");// maxWeavingTime in case loop doesn't end...while (weaving.Advance(Time.deltaTime) && (weavingTime < maxWeavingTime)) {weavingTime += Time.deltaTime;yield return null;
Rune currentRune = runes[currentRuneIdx];while (currentTime - latRuneTime > currentRune.speed) {currentRune.Cast(context);latRuneTime += currentRune.speed;
while ((currentRuneIdx < runes.Count) && (currentTime - lastRuneTime > runes[currentRuneIdx].speed)) {Debug.Log($"Executing Rune {runes[currentRuneIdx].name} - {currentRuneIdx + 1}/{runes.Count} at {currentTime} ");runes[currentRuneIdx].Cast(context);lastRuneTime += runes[currentRuneIdx].speed;
public void Advance(float deltaTime) {
public bool Advance(float deltaTime) {if (currentMoveIdx >= combatMoves.Count) {Debug.Log($"Executed Martial Sequence {currentMoveIdx}/{combatMoves.Count} moves in {currentTime} seconds");return false;}currentTime += deltaTime;while ((currentMoveIdx < combatMoves.Count) && (currentTime - latMoveTime > combatMoves[currentMoveIdx].speed)) {Debug.Log($"Executing Martial move {combatMoves[currentMoveIdx].moveName} {currentMoveIdx + 1}/{combatMoves.Count} at {currentTime}");// TODO : Actual Execute MovelatMoveTime += combatMoves[currentMoveIdx].speed;currentMoveIdx++;}