Pace combat resolution across phases instead of resolving instantly

Convert CombatManager's phase state machine to coroutines so drawing,
interpreter-queue cards, and enemy actions each resolve one at a time
with visible delays, instead of an entire phase mutating state in a
single synchronous frame. Delays are skipped when UIPreferences.ReducedMotion
is set. Also drops the UI's old artificial cascade stagger for queued-card
animations since real per-card timing now provides the spacing.
This commit is contained in:
Claude
2026-07-08 16:18:13 +00:00
parent 54906bbba1
commit 2395e5108c
3 changed files with 85 additions and 67 deletions
+9
View File
@@ -41,5 +41,14 @@ namespace KernelPanic.Combat
public const int StatUpgradeHeal = 5;
public const int StatUpgradeRam = 1;
public const int UpgradeMagnitudeBonus = 2;
// Combat pacing: gaps between phase transitions and per-item resolution steps so
// players can follow drawing/queue/enemy resolution instead of seeing it all at once.
// Skipped entirely when UIPreferences.ReducedMotion is set.
public const float PhaseTransitionDelaySeconds = 0.35f;
public const float CardDrawDelaySeconds = 0.12f;
public const float QueueCardResolveDelaySeconds = 0.45f;
public const float EnemyTelegraphDelaySeconds = 0.35f;
public const float EnemyActionDelaySeconds = 0.45f;
}
}