fixes on UI
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db828be164
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@ -74,16 +74,6 @@ namespace Intrepid.Gameplay.Entities.Player.Sentinel
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InputResolver.Sentinel.CaptureAndPrune(TimeSimulation.Instance.ScaledElapsedTime);
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InputResolver.Sentinel.CaptureAndPrune(TimeSimulation.Instance.ScaledElapsedTime);
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// that is the right place?
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if (Controls.OnCadence)
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{
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TimeSimulation.Instance.AsBreathMotion(.5f);
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}
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else
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{
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TimeSimulation.Instance.AsNormalMotion(.5f);
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}
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if (StateFirstFrame)
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if (StateFirstFrame)
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{
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{
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StateMachine.CurrentImplementation.RunOnFirstFrameOnly();
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StateMachine.CurrentImplementation.RunOnFirstFrameOnly();
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@ -1,3 +1,4 @@
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using Intrepid.Core.TimeControl;
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using Intrepid.Structures;
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using Intrepid.Structures;
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using Intrepid.Utilities;
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using Intrepid.Utilities;
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using UnityEngine;
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using UnityEngine;
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@ -27,11 +28,16 @@ namespace Intrepid.Gameplay.Entities.Player.Sentinel.StateMachine.States
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protected override void RunOnEnter(ParameterStore parameterStore)
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protected override void RunOnEnter(ParameterStore parameterStore)
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{
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{
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Brain.Entity.ModelAnimation.CrossFade(dashRecovery, 0.05f);
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Brain.Entity.ModelAnimation.CrossFade(dashRecovery, 0.05f);
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if (Brain.Controls.OnCadence)
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{
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TimeSimulation.Instance.AsBreathMotion();
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}
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}
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}
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protected override void RunOnExit()
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protected override void RunOnExit()
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{
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{
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Timer.Stop();
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Timer.Stop();
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TimeSimulation.Instance.AsNormalMotion();
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}
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}
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public override void RunOnFirstFrameOnly()
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public override void RunOnFirstFrameOnly()
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