Exaction timelinetion
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@@ -1,5 +1,6 @@
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using Code.Infrastructure.Utils;
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using Code.OfficeGame.BattleMode.Actions.Deciders;
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using Code.OfficeGame.BattleMode.Timeline;
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using UnityEngine;
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namespace Code.OfficeGame.BattleMode.Actions
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@@ -8,12 +9,16 @@ namespace Code.OfficeGame.BattleMode.Actions
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{
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private int EntryStateHash => Animator.StringToHash("WalkBlend");
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public override bool Tick(float tickDelta,
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public override void Tick(float tickDelta,
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EntityProperties entity,
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BattleActionDecisionResult battleActionDecisionResult,
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BattleActionData battleActionData)
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{
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if (battleActionData is not WaitBattleActionData waitActionData) return true;
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if (battleActionData is not WaitBattleActionData waitActionData)
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{
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battleActionData.Finished = true;
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return;
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}
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if (!waitActionData.StartedWaiting)
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{
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@@ -21,17 +26,22 @@ namespace Code.OfficeGame.BattleMode.Actions
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var entityAnimator = entity.animator;
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entityAnimator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
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entityAnimator.Update(0f);
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float transitionDurationSeconds = 30 * BattleTimeline.TickDelta;
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entityAnimator.CrossFadeInFixedTime(EntryStateHash, transitionDurationSeconds);
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// entityAnimator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
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// entityAnimator.Update(0f);
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// TODO С нормальными анимациями не нужен будет рут моушен√
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entityAnimator.ResetAnimatorPosition();
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}
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waitActionData.WaitFrames--;
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if (waitActionData.WaitFrames <= 0) return true;
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return false;
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if (waitActionData.WaitFrames <= 0)
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{
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battleActionData.Finished = true;
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}
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}
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public override BattleActionType ActionType => BattleActionType.Wait;
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