QOAVQCDV2MRAPUX62ZLDTUB6AXYSAGEEWIEZIG4TGIQKCLP5T5GAC MHN2B5YZ2Y4G3O7UOZJKFQ3SSP5HTNJCXFKCO3KYY46I2GHM3TIQC 7CRXMPVC5HQIF3MH5YMORRDTX5VW5S3YB7UORCXPXTAOXJECTILAC VZRSH4U473FCZOP5EXURPXXN5J6F3ZLT435YY7A2JHLG2ZZB5KLQC RZAMG2H2NY73KZJIV4VXLJHJVSRGJDRWWZJERAI6O7AVDW64JEQQC M2C63XUU3TKYAUPPSPEFVF4CMBQMCVLZATANFWQW35MMYNRB2SEAC 2ICHN37Z2OZ455ALKTMXTV5JOULQBN5UN46OM6JCHMF3CPNHFF3AC DGC7DHJWSP6BZMDKZ6FG6YS7P2RXZWKFROBYHEX4KZCG7HFBLSUQC GRTHEQW3VTYOB4CSVAB4VBEAW6MRVAJRV4CBXOIRSUFMO7SK3GCAC 62YQ7EMUYX7GS3AB6FAJDKNX53LVG6T2EH6NMVS6JV36J5VCOKIAC WKHLLZ3K732M7VJ5KWDSLRWZUARDNDP6ODAXD6SW43CHCT5DX5SAC KAROCU3SAOGWWSFXGCLE5OW76VTDJR4HDIVTK62BIAESN5SOHVDAC QZXURLSF73UL67TIXDHMVS7DCFZLQJAPJ6BAGRGXOHH46VMNKGPQC 5YUI4V7A6ONEYREG5CXWHMBYCOP6Q3GMMQD2OTHXZAGKCGM4FWBAC EF6FXKYIVJCURLSC2CLS27FCTECIIIU2EEPI352ZTCIKYKW5VOBQC 2SLVO3SYIJQOEV2YNSD73BSUSWQNZVROQCGHJCPCDSMCCNKZTQFQC S256EPZUSOF4TV2KGOFZDJXUFDD57GZFYTCARFJ3SD24RPC56PHAC S5OSCH7CRN2YEKVTCTJXNLYR2B3PEGCCBUGTN2M6QOCKBNJR62NAC HXTSBPAP75A7EC4RKWYQMVPPHPNZFPHUORBZWDHGEB6MPAGI7G7AC A6K2SVTQ3JQ3TC3F44H3ERSX47TRQ6R5EJGIRJKFGKZG6I4HOATQC 6BA5NHNF3UWSL65KCWSXLRTPGYVS4N4NORDJ4FZTZ5SRRDPI4YZAC FIMVA3BI72IWMBRN5T3PKDCKSJW667BH25INKDWSPWGHLRKCNAPAC S6LIARO3HIMP67ZDRIPPU3NC4GM6JQQODDIFGZH5HBN75JHFFSQAC MNQAZILY2KCL4TQRVIHDZT3IBVF2636GC5BCZPR2YA76C4JI353QC DIEGZM3YMQCKTQW3NLESFZBOGMWW6FT6TZOUL7IUAJD2X5IISUYAC 4PLSNSVW4VOQW5ZXXZGUWB56WI33SXTGWOCD7PNE36OWDGD7NRJAC O236B5LO6PHJ4TPZGYXDVSLB5EGXXRRLYYVWI46DPL5LEGXEIHZQC 2ZZM2HIS7HNIMK3Q6ALHIMQYLKNIHUOL6FJ57O6SR77VAMEINLWAC BJF3R3X6UV7VZ4FUKHMPMYFN3RDEKLNXHLHA2H7QLQVRADSPZD4QC IA2O33JCJVSJ3IVBBHX2XQU4BCPL3X6JDDZ2R2KNGUFPWXAUKO7QC 4JF2MUNF23IFAVVECZNP3JJLFPEB36V7FDRQOKIZNF6Q2FAGOFRQC I33Z5QD6JHPO7W7G3EHGBIXQABW6ZOC2W4NJP6L5ENDPFRORUFNAC KM44OG3YNGF45JHSB4HOGBIDHNWS4N6LEODIRYNN6YAPPMEU5I6QC DGUHVA7XX4HWCIXCARJCI7T6VTXEJUOPUYZOLDOOOWIZYFEJQYFQC XF52N4U7HWXOF4PDSCR7LCUENLTSXLWEZGS2IJ6562KYI567Z2GAC FNS4LRFQNFM4BCB23CYHOWA2N4MG2DEUMNK6D55BQ26TX6OJLIBQC LAFCS4AAOMBOBURWXRZEDUI4J5QGBP7CJQXIPLKXEDXNBCVE7SLQC HUULCHM5GFGZ7GKLCULFHC333LQ3LBI62VKII3YL5O4C5CDGCT4AC 2RUZ7TTRT7SMZT2V7YWUCCTJJXNRT2LNJ2QBBVN4RMREMOGMGMHQC 6TAXWREAGU2AW2MHM447UBAE6FNJFTBEGHZCAMVYRI4RKAODDLIQC MQD6ISMHW27RCHAGJUINEULYXSY3JQ3UKVQPEM5PYDMM32TUYAYQC JZVIQ3IPEXQ5OWCAKZQW666LXIZLMP5U247YI6Y2EJ7MDNWPGCZQC MML56TWYWB6SUY5JEWHG2PNLAH3JY72PGCEXIGOYE54EAC2WSWBAC DTKCWM4J7PFNWAAES3RZHQGDA6PTDNX4TZVOXAKF5V7LCZBI3XUAC ROTMK5LNNK7T5YXVOMUODVMCQWIHPZYOME4WDIAMZJ4VXD7SOEBAC K4SCXQID5U75KMYJAUGB5DSKWIFGXTRA2B7PIVWR3XMHPJLWZXXAC XRWOXKR3MD3O73SH33CWRUYMTS6KVWGN6U2AIKNVNGHN37MY7UYQC GBGS6RTZTCKRMLLDVCBGMRTJNNOSAUTXN5D2EMEQMQAREORE54PAC VUAVVMQEUYSXHBIUJHGRX237EZFT5MCB73ZKVWMGJDRHYZH4XZKAC OXMN3LHBNH7CWHEZRPSZTN244O3ACTOEKZEAKQNKFXQ7VQSM26YQC 6UYO5OFJ5JDP3ANPDJ3NG66EQHMTBAAP6K4LPRG3DH34R2S4VZUAC HMDPEJRZK3PO6M5Z655Y4HWCUKC5I35GRMVVQOZYXWWCIH5ZWNPQC R475KN7MR3OG7EBLVNOO7QRIKXDGY2PIDXXV3HW4KBD5QM7B5OJQC 5I5QA3YK5G5QQCXMSDOEAX3A74LVXV7PYWAIHMLFANR2GUFWMKGQC 577EKAKIUP5R4STCPLRNJT6IJR6G232FAJ2T7DSCK2LOJZ5EG55QC SXUEBCCDPGKZIWBSRNELNL75BHYDNWLWXU6QOKYWIWFPLWTOIHHQC CD5FF75KTOBTMVMTMCKMR6F5DFKOF26I5K43ITNHGBI3ZAZHA4RAC VMHOCJSMGO45AAP5EMTVE6CAEOXTM5VNG56ZUMV266MSMPYHY3QAC MDJQTAONL4M7SFFORMXLJHA7WBDTDTRZAZ544JR23SODSCWSVZ3AC void PlanActionImmediate(IAction action) {if (_plannedActions.TryPeek(out var currentAction)) {currentAction.Cancel();}_plannedActions.CutInLine(action);OnPlannedActionsChanged(new(transform));}
var weaponMoveSet = _equippedWeapon.GetCombatMoveSetRef().combatMoveSet.CombatMoves();var weaveMoveSet = weave.martialSequence.GetSequence().Select(moveRef => moveRef.combatMove);return weaveMoveSet.All(weaveMove => weaponMoveSet.Any(weaponMove => weaveMove.MoveName == weaponMove.combatMove.MoveName));
var weaponMoveSet = _equippedWeapon.GetCombatMoveSetRef().CombatMoveSet.CombatMoves();var weaveMoveSet = weave.MartialSequence.GetSequence().Select(moveRef => moveRef.CombatMove);return weaveMoveSet.All(weaveMove => weaponMoveSet.Any(weaponMove => weaveMove.MoveName == weaponMove.CombatMove.MoveName));
if (availableWeapons?.Any() == true) {_availableWeaponsByName = availableWeapons.Distinct().ToDictionary(weaponRef => weaponRef.Value._name, weaponRef => weaponRef.Value);
if (_availableWeapons?.Any() == true) {_availableWeaponsByName = _availableWeapons.Distinct().ToDictionary(weaponRef => weaponRef.Value.Name, weaponRef => weaponRef.Value);
if (attackCount < animationClipSet.moveContainers.Count) {var moveName = animationClipSet.moveContainers[attackCount].combatMove.Value.MoveName;overrideClip = animationClipSet.moveContainers[attackCount].attackAnimation;
if (attackCount < animationClipSet.Attacks.Count) {var moveName = animationClipSet.Attacks[attackCount].CombatMove.Value.MoveName;overrideClip = animationClipSet.Attacks[attackCount].AttackAnimation;
public CombatMoveRef combatMove;public AnimationClip attackAnimation;public AnimationClip runAnimationOverride;
[FormerlySerializedAs("combatMove")]public CombatMoveRef CombatMove;[FormerlySerializedAs("attackAnimation")]public AnimationClip AttackAnimation;[FormerlySerializedAs("runAnimationOverride")]public AnimationClip RunAnimationOverride;
var isAdvanced = _runeWeaving.runeWeaving.Advance(Time.deltaTime);stateToReturn = new State(isAdvanced, CompletionStatus(), false, _runeWeaving.runeWeaving.GetCurrentMove());
var isAdvanced = _runeWeaving.RuneWeaving.Advance(Time.deltaTime);stateToReturn = new State(isAdvanced, CompletionStatus(), false, _runeWeaving.RuneWeaving.GetCurrentMove());
stateToReturn = new State(false, CompletionStatus(), stateToReturn.IsMoving, _runeWeaving.runeWeaving.GetCurrentMove());
stateToReturn = new State(false, CompletionStatus(), stateToReturn.IsMoving, _runeWeaving.RuneWeaving.GetCurrentMove());
public RuneWeavingBank runeWeavingBank;public WeaveNavigator weaveNavigator;public TMP_InputField weaveName;
[UnityEngine.Serialization.FormerlySerializedAs("runeWeavingBank")][SerializeField] RuneWeavingBank _runeWeavingBank;[UnityEngine.Serialization.FormerlySerializedAs("weaveNavigator")][SerializeField] WeaveNavigator _weaveNavigator;[UnityEngine.Serialization.FormerlySerializedAs("weaveName")][SerializeField] TMP_InputField _weaveName;
public RuneWeavingBank watchedRuneWeavingBank;public EventAggregator eventAggregator;
[UnityEngine.Serialization.FormerlySerializedAs("watchedRuneWeavingBank")][SerializeField] RuneWeavingBank _watchedRuneWeavingBank;[UnityEngine.Serialization.FormerlySerializedAs("eventAggregator")][SerializeField] EventAggregator _eventAggregator;
_weaveDropDown.AddOptions(watchedRuneWeavingBank.GetWeaves().Select(weave => new TMP_Dropdown.OptionData(weave.weaveName)).ToList());
_weaveDropDown.AddOptions(_watchedRuneWeavingBank.GetWeaves().Select(weave => new TMP_Dropdown.OptionData(weave.WeaveName)).ToList());
(_runeBindingSequenceTime <= _martialSequenceTime - _martialSequence[positionInSequence].CombatMoveRef.combatMove.Speed + 0.01f);
(_runeBindingSequenceTime <= _martialSequenceTime - _martialSequence[positionInSequence].CombatMoveRef.CombatMove.Speed + 0.01f);
public WeaveNavigator weaveNavigator;public RuneWeavingBank runeWeavingBank;public TMP_Dropdown weavePicker;
[UnityEngine.Serialization.FormerlySerializedAs("weaveNavigator")][SerializeField] WeaveNavigator _weaveNavigator;[UnityEngine.Serialization.FormerlySerializedAs("runeWeavingBank")][SerializeField] RuneWeavingBank _runeWeavingBank;[UnityEngine.Serialization.FormerlySerializedAs("weavePicker")][SerializeField] TMP_Dropdown _weavePicker;
if (ValidWeaveName.TryParse(weavePicker.options[weavePicker.value].text, out var validWeaveName)) {if (runeWeavingBank.TryGetWeaveByName(validWeaveName, out var runeWeavingContainer)) {weaveNavigator.Reload(runeWeavingContainer);
if (ValidWeaveName.TryParse(_weavePicker.options[_weavePicker.value].text, out var validWeaveName)) {if (_runeWeavingBank.TryGetWeaveByName(validWeaveName, out var runeWeavingContainer)) {_weaveNavigator.Reload(runeWeavingContainer);
public RuneWeavingBank runeWeavingBank;public TMP_Dropdown weavePicker;
[UnityEngine.Serialization.FormerlySerializedAs("runeWeavingBank")][SerializeField] RuneWeavingBank _runeWeavingBank;[UnityEngine.Serialization.FormerlySerializedAs("weavePicker")][SerializeField] TMP_Dropdown _weavePicker;
if (ValidWeaveName.TryParse(weavePicker.options[weavePicker.value].text, out var validWeaveName)) {deletedFromBank = runeWeavingBank.TryDeleteWeaveByName(validWeaveName);
if (ValidWeaveName.TryParse(_weavePicker.options[_weavePicker.value].text, out var validWeaveName)) {deletedFromBank = _runeWeavingBank.TryDeleteWeaveByName(validWeaveName);
public Inventory availableWeapons;public CombatFormPicker combatFormPicker;
[UnityEngine.Serialization.FormerlySerializedAs("availableWeapons")][SerializeField] Inventory _availableWeapons;[UnityEngine.Serialization.FormerlySerializedAs("combatFormPicker")][SerializeField] CombatFormPicker _combatFormPicker;
_weaponDropDown.AddOptions(availableWeapons.GetAvailableWeapons().Select(weapon => new TMP_Dropdown.OptionData(weapon._name)).ToList());
_weaponDropDown.AddOptions(_availableWeapons.GetAvailableWeapons().Select(weapon => new TMP_Dropdown.OptionData(weapon.Name)).ToList());
var weapon = availableWeapons.GetAvailableWeapons().Where(weapon => weapon._name == selectedWeaponName).First();combatFormPicker.OnSelectedWeapon(weapon);
var weapon = _availableWeapons.GetAvailableWeapons().Where(weapon => weapon.Name == selectedWeaponName).First();_combatFormPicker.OnSelectedWeapon(weapon);
[SerializeField] TextMeshProUGUI runeName;[SerializeField] TextMeshProUGUI runeCastTime;[SerializeField] Image runeImage;
[UnityEngine.Serialization.FormerlySerializedAs("runeName")][SerializeField] TextMeshProUGUI _runeName;[UnityEngine.Serialization.FormerlySerializedAs("runeCastTime")][SerializeField] TextMeshProUGUI _runeCastTime;[UnityEngine.Serialization.FormerlySerializedAs("runeImage")][SerializeField] Image _runeImage;
runeImage.sprite = runeRef.RuneSprite;runeName.text = runeRef.rune.DisplayName;runeCastTime.text = runeRef.rune.Speed.ToString() + " Seconds";
_runeImage.sprite = runeRef.RuneSprite;_runeName.text = runeRef.Rune.DisplayName;_runeCastTime.text = runeRef.Rune.Speed.ToString() + " Seconds";
public List<CombatFormRef> availableCombatForms;public MovePicker movePicker;
[UnityEngine.Serialization.FormerlySerializedAs("availableCombatForms")][SerializeField] List<CombatFormRef> _availableCombatForms;[UnityEngine.Serialization.FormerlySerializedAs("movePicker")][SerializeField] MovePicker _movePicker;
.Intersect(availableCombatForms.Select(combatFormRef => combatFormRef.Value)).Select(combatForm => new TMP_Dropdown.OptionData(combatForm._name))
.Intersect(_availableCombatForms.Select(combatFormRef => combatFormRef.Value)).Select(combatForm => new TMP_Dropdown.OptionData(combatForm.Name))
var combatFormRef = availableCombatForms.Where(combatFormRef => combatFormRef.Value._name == selectedCombatFormName).First();movePicker.OnSelectedCombatForm(_selectedWeapon, combatFormRef.Value);
var combatFormRef = _availableCombatForms.Where(combatFormRef => combatFormRef.Value.Name == selectedCombatFormName).First();_movePicker.OnSelectedCombatForm(_selectedWeapon, combatFormRef.Value);
[SerializeField] Transform weaponSelectUIPrefab;[SerializeField] EventAggregator eventAggregator;
[UnityEngine.Serialization.FormerlySerializedAs("weaponSelectUIPrefab")][SerializeField] Transform _weaponSelectUIPrefab;[UnityEngine.Serialization.FormerlySerializedAs("eventAggregator")][SerializeField] EventAggregator _eventAggregator;
public Transform weaveSelectButtonTemplate;public RuneWeavingBank watchedRuneWeavingBank;public EventAggregator eventAggregator;
[UnityEngine.Serialization.FormerlySerializedAs("weaveSelectButtonTemplate")]public Transform WeaveSelectButtonTemplate;[UnityEngine.Serialization.FormerlySerializedAs("watchedRuneWeavingBank")]public RuneWeavingBank WatchedRuneWeavingBank;[UnityEngine.Serialization.FormerlySerializedAs("eventAggregator")][SerializeField] EventAggregator _eventAggregator;
if (watchedRuneWeavingBank == e.Bank) {CreateWeaveSelectionButtons(watchedRuneWeavingBank, SelectedWeaver);
if (WatchedRuneWeavingBank == e.Bank) {CreateWeaveSelectionButtons(WatchedRuneWeavingBank, SelectedWeaver);
[SerializeField] Transform partyMemberUnitFrame;[SerializeField] Party partyToDisplay;
[UnityEngine.Serialization.FormerlySerializedAs("partyMemberUnitFrame")][SerializeField] Transform _partyMemberUnitFrame;[UnityEngine.Serialization.FormerlySerializedAs("partyToDisplay")][SerializeField] Party _partyToDisplay;
[SerializeField] Transform combatFormSelectUIPrefab;[SerializeField] EventAggregator eventAggregator;
[UnityEngine.Serialization.FormerlySerializedAs("combatFormSelectUIPrefab")][SerializeField] Transform _combatFormSelectUIPrefab;[UnityEngine.Serialization.FormerlySerializedAs("eventAggregator")][SerializeField] EventAggregator _eventAggregator;
runeWeaving = new RuneWeaving(toCopy.runeWeaving.martialSequence.GetSequence(), toCopy.runeWeaving.runeBindingSequence.GetSequence(), caster, target);weaveName = toCopy.weaveName;
RuneWeaving = new RuneWeaving(toCopy.RuneWeaving.MartialSequence.GetSequence(), toCopy.RuneWeaving.RuneBindingSequence.GetSequence(), caster, target);WeaveName = toCopy.WeaveName;
public MartialSequence martialSequence;public RuneBindingSequence runeBindingSequence;
[UnityEngine.Serialization.FormerlySerializedAs("martialSequence")]public MartialSequence MartialSequence;[UnityEngine.Serialization.FormerlySerializedAs("runeBindingSequence")]public RuneBindingSequence RuneBindingSequence;
martialSequence = new(combatMovesSequence);runeBindingSequence = new(runeSequence, caster, target);
MartialSequence = new(combatMovesSequence);RuneBindingSequence = new(runeSequence, caster, target);
var isAdvanced = martialSequence.Advance(deltaTime);runeBindingSequence.Advance(deltaTime);
var isAdvanced = MartialSequence.Advance(deltaTime);RuneBindingSequence.Advance(deltaTime);
while ((_currentRuneIdx < runeRefs.Count) && (_currentTime - _lastRuneTime >= runeRefs[_currentRuneIdx].rune.Speed)) {Debug.Log($"Finished executing {runeRefs[_currentRuneIdx].name} - {_currentRuneIdx + 1}/{runeRefs.Count} at {_currentTime} ");runeRefs[_currentRuneIdx].rune.Cast(_context);_lastRuneTime += runeRefs[_currentRuneIdx].rune.Speed;
while ((_currentRuneIdx < _runeRefs.Count) && (_currentTime - _lastRuneTime >= _runeRefs[_currentRuneIdx].Rune.Speed)) {Debug.Log($"Finished executing {_runeRefs[_currentRuneIdx].name} - {_currentRuneIdx + 1}/{_runeRefs.Count} at {_currentTime} ");_runeRefs[_currentRuneIdx].Rune.Cast(_context);_lastRuneTime += _runeRefs[_currentRuneIdx].Rune.Speed;
if (_currentMoveIdx >= combatMoveRefs.Count) {Debug.Log($"Executed Martial Sequence {_currentMoveIdx}/{combatMoveRefs.Count} moves in {_currentTime} seconds");
if (_currentMoveIdx >= _combatMoveRefs.Count) {Debug.Log($"Executed Martial Sequence {_currentMoveIdx}/{_combatMoveRefs.Count} moves in {_currentTime} seconds");
while ((_currentMoveIdx < combatMoveRefs.Count) && (_currentTime - _lastMoveTime >= combatMoveRefs[_currentMoveIdx].combatMove.Speed)) {Debug.Log($"Finished executing Martial move {combatMoveRefs[_currentMoveIdx].combatMove.MoveName} {_currentMoveIdx + 1}/{combatMoveRefs.Count} at {_currentTime}");
while ((_currentMoveIdx < _combatMoveRefs.Count) && (_currentTime - _lastMoveTime >= _combatMoveRefs[_currentMoveIdx].CombatMove.Speed)) {Debug.Log($"Finished executing Martial move {_combatMoveRefs[_currentMoveIdx].CombatMove.MoveName} {_currentMoveIdx + 1}/{_combatMoveRefs.Count} at {_currentTime}");
public Rune rune;public static implicit operator Rune(RuneRef runeRef) => runeRef.rune;
[UnityEngine.Serialization.FormerlySerializedAs("rune")]public Rune Rune;public static implicit operator Rune(RuneRef runeRef) => runeRef.Rune;
public CombatMoveSet combatMoveSet;public static implicit operator CombatMoveSet(CombatMoveSetRef combatMoveSetRef) => combatMoveSetRef.combatMoveSet;
[UnityEngine.Serialization.FormerlySerializedAs("combatMoveSet")]public CombatMoveSet CombatMoveSet;public static implicit operator CombatMoveSet(CombatMoveSetRef combatMoveSetRef) => combatMoveSetRef.CombatMoveSet;
public CombatMove combatMove;public static implicit operator CombatMove(CombatMoveRef combatMoveRef) => combatMoveRef.combatMove;
[UnityEngine.Serialization.FormerlySerializedAs("combatMove")]public CombatMove CombatMove;public static implicit operator CombatMove(CombatMoveRef combatMoveRef) => combatMoveRef.CombatMove;
_runeWeavings:- runeWeaving:martialSequence:combatMoveRefs:- {fileID: 11400000, guid: 58c5b630ea50af94c9793b9d5e497a52, type: 2}runeBindingSequence:runeRefs:- {fileID: 11400000, guid: 3478dbc1ec12f4d4cb446b6d35214b52, type: 2}weaveName:weaveName: pq
_runeWeavings: []