2395e5108c43f80480f9b7647a6f2a13fc2c867e
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.
Description
No description provided
Languages
yaml
81.6%
C#
15.5%
css
1.7%
json
0.8%
xml
0.4%