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.
Menu <-> combat scene loads now fade through black instead of hard-cutting,
gacha pulls reveal reward cards with a staggered stagger-in and a rarity
flash instead of a static text block, starter selection and root-credit
exchange modals fade+scale in/out instead of popping via display:none, and
menu/collection/gacha rows now transition on hover/select instead of
snapping. All new motion respects the existing reduced-motion setting.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015hiJi3irEg1RegCXRaQDcu