Claude 2395e5108c 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.
2026-07-08 16:18:13 +00:00
2026-07-03 09:14:52 +02:00
2026-07-03 09:14:52 +02:00
2026-07-03 09:14:52 +02:00
S
Description
No description provided
720 KiB
Languages
yaml 81.6%
C# 15.5%
css 1.7%
json 0.8%
xml 0.4%