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if (shouldUpdate) {
OnCompositionChanged?.Invoke(this, new PartyCompositionArgs(partyMembers));
shouldUpdate = false;
if (_shouldUpdate) {
OnCompositionChanged?.Invoke(this, new PartyCompositionArgs(_partyMembers));
_shouldUpdate = false;
(_runeBindingSequenceTime <= _martialSequenceTime - _martialSequence[positionInSequence].CombatMoveRef.combatMove._speed + 0.01f);
(_runeBindingSequenceTime <= _martialSequenceTime - _martialSequence[positionInSequence].CombatMoveRef.combatMove.Speed + 0.01f);
currentTime = 0;
lastRuneTime = 0;
currentRuneIdx = 0;
context.Reset();
_currentTime = 0;
_lastRuneTime = 0;
_currentRuneIdx = 0;
_context.Reset();
currentTime += deltaTime;
while ((currentRuneIdx < runeRefs.Count) && (currentTime - lastRuneTime >= runeRefs[currentRuneIdx].rune.speed)) {
Debug.Log($"Finished executing {runeRefs[currentRuneIdx].name} - {currentRuneIdx + 1}/{runeRefs.Count} at {currentTime} ");
runeRefs[currentRuneIdx].rune.Cast(context);
lastRuneTime += runeRefs[currentRuneIdx].rune.speed;
currentRuneIdx++;
_currentTime += deltaTime;
while ((_currentRuneIdx < runeRefs.Count) && (_currentTime - _lastRuneTime >= runeRefs[_currentRuneIdx].rune.Speed)) {
Debug.Log($"Finished executing {runeRefs[_currentRuneIdx].name} - {_currentRuneIdx + 1}/{runeRefs.Count} at {_currentTime} ");
runeRefs[_currentRuneIdx].rune.Cast(_context);
_lastRuneTime += runeRefs[_currentRuneIdx].rune.Speed;
_currentRuneIdx++;
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");
currentTime += deltaTime;
while ((currentMoveIdx < combatMoveRefs.Count) && (currentTime - lastMoveTime >= combatMoveRefs[currentMoveIdx].combatMove._speed)) {
Debug.Log($"Finished executing Martial move {combatMoveRefs[currentMoveIdx].combatMove._moveName} {currentMoveIdx + 1}/{combatMoveRefs.Count} at {currentTime}");
_currentTime += deltaTime;
while ((_currentMoveIdx < combatMoveRefs.Count) && (_currentTime - _lastMoveTime >= combatMoveRefs[_currentMoveIdx].combatMove.Speed)) {
Debug.Log($"Finished executing Martial move {combatMoveRefs[_currentMoveIdx].combatMove.MoveName} {_currentMoveIdx + 1}/{combatMoveRefs.Count} at {_currentTime}");
lastMoveTime += combatMoveRefs[currentMoveIdx].combatMove._speed;
currentMoveIdx++;
_lastMoveTime += combatMoveRefs[_currentMoveIdx].combatMove.Speed;
_currentMoveIdx++;
Mathf.Clamp(this[slot.color] + slot.amount, 0, 9);
this[slot.color] = Mathf.Clamp(this[slot.color] + slot.amount, 0, MaxAmount);
return this[slot.color];
Mathf.Clamp(this[slot.Color] + slot.Amount, 0, 9);
this[slot.Color] = Mathf.Clamp(this[slot.Color] + slot.Amount, 0, MaxAmount);
return this[slot.Color];
name: Flame
speed: 1
manaCost: 10
DisplayName: Flame
Speed: 1
ManaCost: 10
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compatibleCombatForms:
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_weaponMoveSet: {fileID: 11400000, guid: c233618e4dfa507419c5f495831f381d, type: 2}
_compatibleCombatForms: []
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