* Added small internal cooldown to PlayLandParticlesAction StateAction
https://open.codecks.io/unity-open-project-1/decks/15-code/card/18k-avoid-spamming-particles-on-sliding
Whenever the PlayLandParticlesAction StateAction is exited by the state machine, it checks if total elapsed time is greater then the total elapsed time of the last particle call + a small amount.
If so, only then do we tell the DustParticle Controller to play, and we also set the new time to beat to be the current time.
* Update PlayLandParticlesActionSO.cs
Removed the unnecessarily verbose extra function
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
* Added slash effect when player is triggering an attack
* Corrected after merge from main
* renamed script to correct typing mistake
Co-authored-by: Amel Negra <amel.negra@unity3d.com>
Like mentioned in the thread, the bug is caused because the state machine goes Ascending->Descending->DescendingAttacking where Descending calls the particles when exiting. I fixed this simply by adding a ground check on the LandParticles action.