A6K2SVTQ3JQ3TC3F44H3ERSX47TRQ6R5EJGIRJKFGKZG6I4HOATQC IA2O33JCJVSJ3IVBBHX2XQU4BCPL3X6JDDZ2R2KNGUFPWXAUKO7QC HXTSBPAP75A7EC4RKWYQMVPPHPNZFPHUORBZWDHGEB6MPAGI7G7AC VZRSH4U473FCZOP5EXURPXXN5J6F3ZLT435YY7A2JHLG2ZZB5KLQC 6BA5NHNF3UWSL65KCWSXLRTPGYVS4N4NORDJ4FZTZ5SRRDPI4YZAC MNQAZILY2KCL4TQRVIHDZT3IBVF2636GC5BCZPR2YA76C4JI353QC MML56TWYWB6SUY5JEWHG2PNLAH3JY72PGCEXIGOYE54EAC2WSWBAC 4PLSNSVW4VOQW5ZXXZGUWB56WI33SXTGWOCD7PNE36OWDGD7NRJAC 5I5QA3YK5G5QQCXMSDOEAX3A74LVXV7PYWAIHMLFANR2GUFWMKGQC CD5FF75KTOBTMVMTMCKMR6F5DFKOF26I5K43ITNHGBI3ZAZHA4RAC }}void StartWeave(WeaveAction.State nextWeave) {_animator.Update(-Mathf.Floor(_animator.GetCurrentAnimatorStateInfo(_layer).normalizedTime));_animator.CrossFade(_slash, 0.25f, _layer);float animationLength = _animationLengths[_slash];if (nextWeave.Move.speed > 0) {float desiredSpeed = animationLength / nextWeave.Move.speed;_animator.SetFloat($"SlashSpeed", desiredSpeed);
void TransitionWeave(WeaveAction.State currentWeave, WeaveAction.State nextWeave) {if (currentWeave.Move != nextWeave.Move) {float animationLength = _animationLengths[_slash];if (nextWeave.Move.speed > 0) {float desiredSpeed = animationLength / nextWeave.Move.speed;_animator.SetFloat($"SlashSpeed", desiredSpeed);}}}
Vector3 source = new Vector3(_weaver.transform.position.x, 0, _weaver.transform.position.z);Vector3 target = new Vector3(_target.position.x, 0, _target.position.z);
// Incorrect in case there are hills. should calc range from feet.Vector3 source = new(_weaver.transform.position.x, 0, _weaver.transform.position.z);Vector3 target = new(_target.position.x, 0, _target.position.z);
GameObject timeNode = Instantiate(TimeCounterNodeTemplate, TimeCounterTransform);TextMeshProUGUI secLabel = timeNode.GetComponentInChildren<TextMeshProUGUI>();
while (_martialSequenceTime > _timeSequenceNodes.Count) {GameObject timeNode = Instantiate(TimeCounterNodeTemplate, TimeCounterTransform);TextMeshProUGUI secLabel = timeNode.GetComponentInChildren<TextMeshProUGUI>();
GameObject timeNodeToRemove = _timeSequenceNodes[^1];_timeSequenceNodes.RemoveAt(_timeSequenceNodes.Count - 1);Destroy(timeNodeToRemove.gameObject);
while (_martialSequenceTime + 1 < _timeSequenceNodes.Count) {GameObject timeNodeToRemove = _timeSequenceNodes[^1];_timeSequenceNodes.RemoveAt(_timeSequenceNodes.Count - 1);Destroy(timeNodeToRemove.gameObject);}
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