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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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