Commit Nov 20th 2017

11/20/2017 10:08 PM – Fixed some problems with turns ending at the incorrect times/too many times caused by some poor logic in SpellManager. How spells work and the exact point at when they have their effects applied, as well as when turns are ended has been more tightly defined. All callbacks from animation events triggered by spells or attacks targetting the enemy are working as expected, with the exception of Healing spells. This is because of the current AnyState->AnyState transitions used in the animation controllers and the close proximity of the Heal Casting animation and the Get Healed animations being triggered. The state instead transitions right from Heal Casting back to Idle. Because of this, the animation state machine will have to be more properly arranged.

Once this is done, callbacks for when the player is the target of spells need to be added (none are done). Also, these animations will have to be set up for the player (mostly utilizing iTween).

Even though all of the spell stuff is mostly working well, it just doesn’t feel right, and is a likely candidate for redesign later.

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