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// weaveToLoad.runeWeaving.martialSequence
foreach (var combatMove in weaveToLoad.runeWeaving.martialSequence.GetSequence()) {
AddMoveToSequence(combatMove);
}
foreach (var rune in weaveToLoad.runeWeaving.runeBindingSequence.GetSequence()) {
AddRuneToSequence(rune);
}
UpdateScrollLayoutGroup();
// Start is called before the first frame update
void Start()
{
public WeaveNavigator weaveNavigator;
public RuneWeavingBank runeWeavingBank;
public TMP_Dropdown weavePicker;
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
HandleLoadWeave();
break;
case PointerEventData.InputButton.Right:
break;
}
// Update is called once per frame
void Update()
{
void HandleLoadWeave() {
if (ValidWeaveName.TryParse(weavePicker.options[weavePicker.value].text, out ValidWeaveName validWeaveName)) {
if (runeWeavingBank.TryGetWeaveByName(validWeaveName, out RuneWeavingContainer runeWeavingContainer)) {
weaveNavigator.Reload(runeWeavingContainer);
}
}
if ((unitSelectedArgs.unitTransform.GetComponent<PartyMember>() != null) && unitSelectedArgs.unitTransform.TryGetComponent<Weaver>(out var weaver)) {
if ((unitSelectedArgs.UnitTransform.GetComponent<PartyMember>() != null) && unitSelectedArgs.UnitTransform.TryGetComponent<Weaver>(out var weaver)) {
if ((unitSelectedArgs.unitTransform.GetComponent<PartyMember>() != null) && (unitSelectedArgs.unitTransform.TryGetComponent<Weaver>(out var weaver))) {
if ((unitSelectedArgs.UnitTransform.GetComponent<PartyMember>() != null) && (unitSelectedArgs.UnitTransform.TryGetComponent<Weaver>(out var weaver))) {
HandleTimeDilation();
HandleCameraMovement();
HandleCameraRotation();
HandleUnitActions();
if (_anyGameWorldHidden == false) {
HandleTimeDilation();
HandleCameraMovement();
HandleCameraRotation();
HandleUnitActions();
}
}
return found;
}
public bool TryGetWeaveByName(ValidWeaveName weaveName, out RuneWeavingContainer runeWeavingContainer) {
bool found = false;
int weaveIndex = runeWeavings.FindIndex(weave => weave.weaveName == weaveName);
found = weaveIndex != -1;
if (found == true) {
runeWeavingContainer = runeWeavings[weaveIndex];
} else {
runeWeavingContainer = null;
public RuneWeaving(IEnumerable<CombatMove> combatMoves, IEnumerable<Rune> runes) {
public RuneWeaving(IEnumerable<CombatMove> combatMovesSequence, IEnumerable<Rune> runeSequence) {
martialSequence = new(combatMovesSequence);
runeBindingSequence = new(runeSequence);