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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class WeaveSaver : MonoBehaviour, IPointerClickHandler
{
public RuneWeavingBank RuneWeavingBank;
public WeaveNavigator WeaveNavigator;
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
SaveWeave();
break;
case PointerEventData.InputButton.Right:
break;
}
}
void SaveWeave() {
RuneWeavingBank.AddWeave(WeaveNavigator.GenerateWeave());
}
}
_martialSequenceTime -= _martialSequence[positionInSequence].speed;
MartialSequenceClicker martialSequenceClicker = _martialSequenceNodes[positionInSequence];
MartialSequenceClicker martialSequenceClicker = _martialSequence[positionInSequence];
_martialSequenceTime -= martialSequenceClicker.CombatMove.speed;
_runeBindingSequenceTime -= _runeBindingSequence[positionInSequence].speed;
RuneBindingSequenceClicker runeBindingSequenceClicker = _runeBindingSequenceNodes[positionInSequence];
RuneBindingSequenceClicker runeBindingSequenceClicker = _runeBindingSequence[positionInSequence];
_runeBindingSequenceTime -= runeBindingSequenceClicker.Rune.speed;
eventAggregator.onTimeDilationSpeedUp += PlayerKeyActions_onTimeDilationSpeedUp;
eventAggregator.onTimeDilationSpeedDown += PlayerKeyActions_onTimeDilationSpeedDown;
eventAggregator.onTimeDilationSpeedReset += PlayerKeyActions_onTimeDilationSpeedReset;
eventAggregator.OnTimeDilationSpeedUp += PlayerKeyActions_onTimeDilationSpeedUp;
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eventAggregator.OnTimeDilationSpeedReset -= PlayerKeyActions_onTimeDilationSpeedReset;
public event EventHandler onTimeDilationSpeedUp;
public event EventHandler onTimeDilationSpeedDown;
public event EventHandler onTimeDilationSpeedReset;
public event EventHandler onTimeDilationSpeedPause;
public event EventHandler OnTimeDilationSpeedUp;
public event EventHandler OnTimeDilationSpeedDown;
public event EventHandler OnTimeDilationSpeedReset;
public event EventHandler OnTimeDilationSpeedPause;
public event EventHandler OnToggleWeaveBuilderScreen;
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "RuneWeavingBank", menuName = "Combat/RuneWeavingBank")]
public class RuneWeavingBank : ScriptableObject
{
public EventAggregator eventAggregator;
readonly List<RuneWeaving> runeWeavings = new();
public static implicit operator List<RuneWeaving>(RuneWeavingBank runeWeavingBank) => runeWeavingBank.runeWeavings;
public void AddWeave(RuneWeaving runeWeaving) {
runeWeavings.Add(runeWeaving);
eventAggregator.InvokeOnPartyRuneWeavingBankChanged(this, new RuneWeavingBankChangedArgs(this));
}
}
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