blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Animation Factory Presets
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*
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* Reusable factory functions to reduce code duplication across animation files.
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* Provides preset configurations for common animation patterns.
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*
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* 애니메이션 팩토리 프리셋 - 코드 중복 감소를 위한 재사용 가능한 팩토리 함수
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*
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* @module systems/animation/builders/AnimationFactoryPresets
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* @korean 애니메이션팩토리프리셋
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*/
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import type { TrigramStance } from "../../../types/common";
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import type { SkeletalAnimation } from "../../../types/skeletal";
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import type { LeadFoot } from "../utils/AnimationMirror";
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import { getAnimationForStance } from "../utils/AnimationMirror";
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/**
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* Standard timing configurations for different technique speeds
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export declare const TIMING_PRESETS: {
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/** Fast techniques (550ms) - Jabs, quick strikes */
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readonly FAST: {
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readonly chamber: 0.1;
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readonly peak: 0.05;
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readonly total: 0.55;
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};
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/** Fast-Medium techniques (600ms) - Low kicks, lead hooks */
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readonly FAST_MEDIUM: {
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readonly chamber: 0.1;
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readonly extend: 0.15;
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readonly peak: 0.05;
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readonly retract: 0.1;
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readonly recover: 0.2;
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readonly total: 0.6;
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};
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/** Medium-Light techniques (700ms) - Front kicks, uppercuts */
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readonly MEDIUM_LIGHT: {
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readonly chamber: 0.12;
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readonly extend: 0.18;
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readonly peak: 0.08;
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readonly retract: 0.1;
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readonly recover: 0.22;
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readonly total: 0.7;
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};
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/** Medium techniques (730ms) - Crosses, roundhouse kicks */
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readonly MEDIUM: {
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readonly chamber: 0.15;
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readonly extend: 0.2;
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readonly peak: 0.08;
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readonly retract: 0.12;
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readonly recover: 0.18;
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+
readonly total: 0.73;
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56
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+
};
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57
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+
/** Medium-Heavy techniques (750ms) - Side kicks */
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58
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+
readonly MEDIUM_HEAVY: {
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59
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readonly chamber: 0.12;
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60
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readonly extend: 0.2;
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61
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readonly peak: 0.08;
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62
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readonly retract: 0.15;
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63
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readonly recover: 0.2;
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64
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readonly total: 0.75;
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65
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+
};
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66
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+
/** Heavy-Light techniques (800ms) - Spinning kicks */
|
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67
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+
readonly HEAVY_LIGHT: {
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68
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readonly chamber: 0.15;
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69
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readonly extend: 0.2;
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70
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readonly peak: 0.1;
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71
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readonly retract: 0.15;
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72
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readonly recover: 0.2;
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73
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+
readonly total: 0.8;
|
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74
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+
};
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75
|
+
/** Heavy-Medium techniques (850ms) - Crescent kicks */
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76
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+
readonly HEAVY_MEDIUM: {
|
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77
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+
readonly chamber: 0.12;
|
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78
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+
readonly extend: 0.22;
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79
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+
readonly peak: 0.08;
|
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80
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+
readonly retract: 0.15;
|
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81
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+
readonly recover: 0.28;
|
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82
|
+
readonly total: 0.85;
|
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83
|
+
};
|
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84
|
+
/** Heavy techniques (1000ms) - Jumping techniques */
|
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85
|
+
readonly HEAVY: {
|
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86
|
+
readonly chamber: 0.2;
|
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87
|
+
readonly extend: 0.3;
|
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88
|
+
readonly peak: 0.12;
|
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89
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+
readonly retract: 0.15;
|
|
90
|
+
readonly recover: 0.23;
|
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91
|
+
readonly total: 1;
|
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92
|
+
};
|
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93
|
+
};
|
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94
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+
/**
|
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+
* Configuration for kick animation creation
|
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96
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+
* 발차기 애니메이션 생성 설정
|
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97
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+
*/
|
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98
|
+
/**
|
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99
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* Timing configuration for technique animations
|
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+
*/
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101
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+
interface TechniqueTiming {
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readonly chamber: number;
|
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103
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+
readonly extend: number;
|
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104
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+
readonly peak: number;
|
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105
|
+
readonly retract: number;
|
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106
|
+
readonly recover: number;
|
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|
+
readonly total: number;
|
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|
+
}
|
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109
|
+
export interface KickConfig {
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+
readonly name: string;
|
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|
+
readonly koreanName: string;
|
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112
|
+
readonly timing: TechniqueTiming;
|
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|
+
readonly kickType: "front" | "roundhouse" | "side" | "axe" | "back" | "low" | "crescent" | "spin";
|
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|
+
readonly guardDuringKick?: "middle" | "high";
|
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|
+
readonly guardAtPeak?: "middle" | "high";
|
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|
+
}
|
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117
|
+
/**
|
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118
|
+
* Create a standard kick animation with proper phases
|
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119
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+
*
|
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120
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+
* All kicks follow the Korean martial arts pattern:
|
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121
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+
* 1. 기본자세 (Stance) - Fighting stance at t=0
|
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122
|
+
* 2. 준비 (Chamber) - Knee lifts
|
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123
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+
* 3. 차기 (Extension) - Leg extends
|
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124
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+
* 4. 정점 (Peak) - Hold at extension
|
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125
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+
* 5. 회수 (Retraction) - Return through chamber
|
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126
|
+
* 6. 복귀 (Recovery) - Return to stance
|
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|
+
*
|
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128
|
+
* @param config - Kick configuration
|
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129
|
+
* @returns Complete kick animation
|
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|
+
*
|
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131
|
+
* @korean 표준발차기애니메이션생성
|
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+
*/
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133
|
+
export declare function createKickAnimation(config: KickConfig): SkeletalAnimation;
|
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134
|
+
/**
|
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135
|
+
* Configuration for punch animation creation
|
|
136
|
+
* 주먹 애니메이션 생성 설정
|
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137
|
+
*/
|
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138
|
+
export interface PunchConfig {
|
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139
|
+
readonly name: string;
|
|
140
|
+
readonly koreanName: string;
|
|
141
|
+
readonly timing: TechniqueTiming;
|
|
142
|
+
readonly punchType: "jab" | "cross" | "hook" | "uppercut" | "palm" | "backfist";
|
|
143
|
+
readonly hand: "left" | "right";
|
|
144
|
+
readonly guardHand?: "left" | "right";
|
|
145
|
+
}
|
|
146
|
+
/**
|
|
147
|
+
* Create a standard punch animation with proper phases
|
|
148
|
+
*
|
|
149
|
+
* All punches follow Korean martial arts pattern:
|
|
150
|
+
* 1. 준비 (Chamber) - Fist at hip
|
|
151
|
+
* 2. 지르기 (Extension) - Arm extends with rotation
|
|
152
|
+
* 3. 정점 (Peak) - Maximum reach
|
|
153
|
+
* 4. 복귀 (Recovery) - Return to guard
|
|
154
|
+
*
|
|
155
|
+
* @param config - Punch configuration
|
|
156
|
+
* @returns Complete punch animation
|
|
157
|
+
*
|
|
158
|
+
* @korean 표준주먹애니메이션생성
|
|
159
|
+
*/
|
|
160
|
+
export declare function createPunchAnimation(config: PunchConfig): SkeletalAnimation;
|
|
161
|
+
/**
|
|
162
|
+
* Configuration for locomotion animations
|
|
163
|
+
* 이동 애니메이션 설정
|
|
164
|
+
*/
|
|
165
|
+
export interface LocomotionConfig {
|
|
166
|
+
readonly stance: TrigramStance;
|
|
167
|
+
readonly type: "walk" | "run" | "idle";
|
|
168
|
+
readonly duration?: number;
|
|
169
|
+
}
|
|
170
|
+
/**
|
|
171
|
+
* Create a trigram-specific locomotion animation
|
|
172
|
+
*
|
|
173
|
+
* Note: Uses basic locomotion with trigram guard applied.
|
|
174
|
+
* For more complex trigram-specific locomotion patterns,
|
|
175
|
+
* use the dedicated StanceLocomotionAnimations module.
|
|
176
|
+
*
|
|
177
|
+
* @param config - Locomotion configuration
|
|
178
|
+
* @returns Complete locomotion animation with trigram styling
|
|
179
|
+
*
|
|
180
|
+
* @korean 팔괘별이동애니메이션생성
|
|
181
|
+
*/
|
|
182
|
+
export declare function createTrigramLocomotion(config: LocomotionConfig): SkeletalAnimation;
|
|
183
|
+
/**
|
|
184
|
+
* Configuration for defensive animations
|
|
185
|
+
* 방어 애니메이션 설정
|
|
186
|
+
*/
|
|
187
|
+
export interface DefenseConfig {
|
|
188
|
+
readonly name: string;
|
|
189
|
+
readonly koreanName: string;
|
|
190
|
+
readonly timing: TechniqueTiming;
|
|
191
|
+
readonly defenseType: "block" | "parry" | "slip" | "bob" | "weave";
|
|
192
|
+
readonly height: "high" | "middle" | "low";
|
|
193
|
+
}
|
|
194
|
+
/**
|
|
195
|
+
* Create a defensive animation
|
|
196
|
+
*
|
|
197
|
+
* @param config - Defense configuration
|
|
198
|
+
* @returns Complete defensive animation
|
|
199
|
+
*
|
|
200
|
+
* @korean 방어애니메이션생성
|
|
201
|
+
*/
|
|
202
|
+
export declare function createDefenseAnimation(config: DefenseConfig): SkeletalAnimation;
|
|
203
|
+
/**
|
|
204
|
+
* Create both orthodox and southpaw versions of an animation
|
|
205
|
+
*
|
|
206
|
+
* Useful for creating complete animation sets that work for both stance sides.
|
|
207
|
+
*
|
|
208
|
+
* @param baseAnimation - Base animation (assumed orthodox/left-foot-forward)
|
|
209
|
+
* @returns Object with both stance versions
|
|
210
|
+
*
|
|
211
|
+
* @korean 양자세애니메이션생성
|
|
212
|
+
*/
|
|
213
|
+
export declare function createBothStances(baseAnimation: SkeletalAnimation): {
|
|
214
|
+
readonly orthodox: SkeletalAnimation;
|
|
215
|
+
readonly southpaw: SkeletalAnimation;
|
|
216
|
+
};
|
|
217
|
+
/**
|
|
218
|
+
* Get animation for player's current stance side
|
|
219
|
+
*
|
|
220
|
+
* @param baseAnimation - Base animation (orthodox)
|
|
221
|
+
* @param leadFoot - Player's current lead foot
|
|
222
|
+
* @param cache - Optional cache for mirrored animations
|
|
223
|
+
* @returns Animation matching player's stance
|
|
224
|
+
*
|
|
225
|
+
* @korean 자세에맞는애니메이션선택
|
|
226
|
+
*/
|
|
227
|
+
export { getAnimationForStance };
|
|
228
|
+
/**
|
|
229
|
+
* Create a combo animation from a sequence of techniques
|
|
230
|
+
*
|
|
231
|
+
* @param name - Combo name
|
|
232
|
+
* @param koreanName - Korean name
|
|
233
|
+
* @param techniques - Array of technique names to chain
|
|
234
|
+
* @returns Complete combo animation
|
|
235
|
+
*
|
|
236
|
+
* @korean 콤보애니메이션생성
|
|
237
|
+
*/
|
|
238
|
+
export declare function createComboAnimation(name: string, koreanName: string, techniques: readonly string[]): SkeletalAnimation;
|
|
239
|
+
/**
|
|
240
|
+
* Pre-built kick animations using factory
|
|
241
|
+
* 팩토리를 사용한 사전 빌드 발차기 애니메이션
|
|
242
|
+
*/
|
|
243
|
+
export declare const PRESET_KICKS: {
|
|
244
|
+
readonly FRONT_KICK: SkeletalAnimation;
|
|
245
|
+
readonly ROUNDHOUSE_KICK: SkeletalAnimation;
|
|
246
|
+
readonly SIDE_KICK: SkeletalAnimation;
|
|
247
|
+
readonly LOW_KICK: SkeletalAnimation;
|
|
248
|
+
};
|
|
249
|
+
/**
|
|
250
|
+
* Pre-built punch animations using factory
|
|
251
|
+
* 팩토리를 사용한 사전 빌드 주먹 애니메이션
|
|
252
|
+
*/
|
|
253
|
+
export declare const PRESET_PUNCHES: {
|
|
254
|
+
readonly JAB: SkeletalAnimation;
|
|
255
|
+
readonly CROSS: SkeletalAnimation;
|
|
256
|
+
readonly LEAD_HOOK: SkeletalAnimation;
|
|
257
|
+
readonly REAR_UPPERCUT: SkeletalAnimation;
|
|
258
|
+
};
|
|
259
|
+
/**
|
|
260
|
+
* Pre-built combo animations using factory
|
|
261
|
+
* 팩토리를 사용한 사전 빌드 콤보 애니메이션
|
|
262
|
+
*/
|
|
263
|
+
export declare const PRESET_COMBOS: {
|
|
264
|
+
readonly JAB_CROSS: SkeletalAnimation;
|
|
265
|
+
readonly ONE_TWO_HOOK: SkeletalAnimation;
|
|
266
|
+
readonly JAB_CROSS_KICK: SkeletalAnimation;
|
|
267
|
+
};
|
|
268
|
+
/**
|
|
269
|
+
* Create a trigram-specific breathing/idle animation
|
|
270
|
+
*
|
|
271
|
+
* Each trigram has a unique breathing pattern reflecting its elemental nature.
|
|
272
|
+
*
|
|
273
|
+
* @param stance - Trigram stance
|
|
274
|
+
* @returns Breathing animation for the stance
|
|
275
|
+
*
|
|
276
|
+
* @korean 팔괘호흡애니메이션생성
|
|
277
|
+
*/
|
|
278
|
+
export declare function createTrigramBreathing(stance: TrigramStance): SkeletalAnimation;
|
|
279
|
+
export type { LeadFoot };
|
|
280
|
+
//# sourceMappingURL=AnimationFactoryPresets.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,234 @@
|
|
|
1
|
+
import { MartialArtsAnimationBuilder, TECHNIQUE_TIMING } from "./MartialArtsAnimationBuilder.js";
|
|
2
|
+
import "../utils/AnimationMirror.js";
|
|
3
|
+
//#region src/systems/animation/builders/AnimationFactoryPresets.ts
|
|
4
|
+
/**
|
|
5
|
+
* Standard timing configurations for different technique speeds
|
|
6
|
+
* 다양한 기술 속도에 대한 표준 타이밍 구성
|
|
7
|
+
*/
|
|
8
|
+
var TIMING_PRESETS = {
|
|
9
|
+
FAST: TECHNIQUE_TIMING.FAST,
|
|
10
|
+
FAST_MEDIUM: TECHNIQUE_TIMING.FAST_MEDIUM,
|
|
11
|
+
MEDIUM_LIGHT: TECHNIQUE_TIMING.MEDIUM_LIGHT,
|
|
12
|
+
MEDIUM: TECHNIQUE_TIMING.MEDIUM,
|
|
13
|
+
MEDIUM_HEAVY: TECHNIQUE_TIMING.MEDIUM_HEAVY,
|
|
14
|
+
HEAVY_LIGHT: TECHNIQUE_TIMING.HEAVY_LIGHT,
|
|
15
|
+
HEAVY_MEDIUM: TECHNIQUE_TIMING.HEAVY_MEDIUM,
|
|
16
|
+
HEAVY: TECHNIQUE_TIMING.HEAVY
|
|
17
|
+
};
|
|
18
|
+
/**
|
|
19
|
+
* Create a standard kick animation with proper phases
|
|
20
|
+
*
|
|
21
|
+
* All kicks follow the Korean martial arts pattern:
|
|
22
|
+
* 1. 기본자세 (Stance) - Fighting stance at t=0
|
|
23
|
+
* 2. 준비 (Chamber) - Knee lifts
|
|
24
|
+
* 3. 차기 (Extension) - Leg extends
|
|
25
|
+
* 4. 정점 (Peak) - Hold at extension
|
|
26
|
+
* 5. 회수 (Retraction) - Return through chamber
|
|
27
|
+
* 6. 복귀 (Recovery) - Return to stance
|
|
28
|
+
*
|
|
29
|
+
* @param config - Kick configuration
|
|
30
|
+
* @returns Complete kick animation
|
|
31
|
+
*
|
|
32
|
+
* @korean 표준발차기애니메이션생성
|
|
33
|
+
*/
|
|
34
|
+
function createKickAnimation(config) {
|
|
35
|
+
const { name, koreanName, timing, kickType, guardDuringKick = "middle", guardAtPeak = "middle" } = config;
|
|
36
|
+
const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(timing.total).stance().withKoreanMiddleGuard();
|
|
37
|
+
const applyGuard = (type) => {
|
|
38
|
+
if (type === "high") builder.withKoreanHighGuard();
|
|
39
|
+
else builder.withKoreanMiddleGuard();
|
|
40
|
+
};
|
|
41
|
+
switch (kickType) {
|
|
42
|
+
case "front":
|
|
43
|
+
builder.chamber(timing.chamber).withKoreanMiddleGuard().extend(timing.extend);
|
|
44
|
+
applyGuard(guardDuringKick);
|
|
45
|
+
builder.extend(timing.peak);
|
|
46
|
+
applyGuard(guardAtPeak);
|
|
47
|
+
break;
|
|
48
|
+
case "roundhouse":
|
|
49
|
+
builder.roundhouseChamber(timing.chamber).withKoreanMiddleGuard().roundhouseExtend(timing.extend);
|
|
50
|
+
applyGuard(guardDuringKick);
|
|
51
|
+
builder.roundhouseExtend(timing.peak);
|
|
52
|
+
applyGuard(guardAtPeak);
|
|
53
|
+
break;
|
|
54
|
+
case "side":
|
|
55
|
+
builder.sideKickChamber(timing.chamber).withKoreanHighGuard().sideKickExtend(timing.extend);
|
|
56
|
+
applyGuard(guardDuringKick);
|
|
57
|
+
builder.sideKickExtend(timing.peak);
|
|
58
|
+
applyGuard(guardAtPeak);
|
|
59
|
+
break;
|
|
60
|
+
case "axe":
|
|
61
|
+
builder.axeKickRise(timing.chamber).withKoreanHighGuard().axeKickChop(timing.extend);
|
|
62
|
+
applyGuard(guardDuringKick);
|
|
63
|
+
builder.axeKick(timing.peak);
|
|
64
|
+
applyGuard(guardAtPeak);
|
|
65
|
+
break;
|
|
66
|
+
case "back":
|
|
67
|
+
builder.backKickSpin(timing.chamber).withKoreanHighGuard().backKickThrust(timing.extend);
|
|
68
|
+
applyGuard(guardDuringKick);
|
|
69
|
+
builder.backKickThrust(timing.peak);
|
|
70
|
+
applyGuard(guardAtPeak);
|
|
71
|
+
break;
|
|
72
|
+
case "low":
|
|
73
|
+
builder.lowKickChamber(timing.chamber).withKoreanMiddleGuard().lowKickSweep(timing.extend);
|
|
74
|
+
applyGuard(guardDuringKick);
|
|
75
|
+
builder.lowKickSweep(timing.peak);
|
|
76
|
+
applyGuard(guardAtPeak);
|
|
77
|
+
break;
|
|
78
|
+
case "crescent":
|
|
79
|
+
builder.crescentKickChamber(timing.chamber).withKoreanHighGuard().crescentKickArc(timing.extend);
|
|
80
|
+
applyGuard(guardDuringKick);
|
|
81
|
+
builder.crescentKickArc(timing.peak);
|
|
82
|
+
applyGuard(guardAtPeak);
|
|
83
|
+
break;
|
|
84
|
+
case "spin":
|
|
85
|
+
builder.spin(timing.chamber).withKoreanHighGuard().spinKick(timing.extend);
|
|
86
|
+
applyGuard(guardDuringKick);
|
|
87
|
+
builder.spinKick(timing.peak);
|
|
88
|
+
applyGuard(guardAtPeak);
|
|
89
|
+
break;
|
|
90
|
+
}
|
|
91
|
+
builder.retract(timing.retract).recover(timing.recover).withKoreanMiddleGuard();
|
|
92
|
+
return builder.build();
|
|
93
|
+
}
|
|
94
|
+
/**
|
|
95
|
+
* Create a standard punch animation with proper phases
|
|
96
|
+
*
|
|
97
|
+
* All punches follow Korean martial arts pattern:
|
|
98
|
+
* 1. 준비 (Chamber) - Fist at hip
|
|
99
|
+
* 2. 지르기 (Extension) - Arm extends with rotation
|
|
100
|
+
* 3. 정점 (Peak) - Maximum reach
|
|
101
|
+
* 4. 복귀 (Recovery) - Return to guard
|
|
102
|
+
*
|
|
103
|
+
* @param config - Punch configuration
|
|
104
|
+
* @returns Complete punch animation
|
|
105
|
+
*
|
|
106
|
+
* @korean 표준주먹애니메이션생성
|
|
107
|
+
*/
|
|
108
|
+
function createPunchAnimation(config) {
|
|
109
|
+
const { name, koreanName, timing, punchType, hand, guardHand = hand === "left" ? "right" : "left" } = config;
|
|
110
|
+
const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(timing.total);
|
|
111
|
+
switch (punchType) {
|
|
112
|
+
case "jab":
|
|
113
|
+
case "cross":
|
|
114
|
+
builder.punchChamber(timing.chamber, hand).withKoreanMiddleGuard(guardHand).punchExtend(timing.extend, hand).withKoreanMiddleGuard(guardHand).punchPeak(timing.peak, hand).withKoreanMiddleGuard(guardHand);
|
|
115
|
+
break;
|
|
116
|
+
case "hook":
|
|
117
|
+
builder.hookWindup(timing.chamber, hand).withKoreanMiddleGuard(guardHand).hookPunch(timing.extend + timing.peak, hand).withKoreanMiddleGuard(guardHand);
|
|
118
|
+
break;
|
|
119
|
+
case "uppercut":
|
|
120
|
+
builder.uppercutCrouch(timing.chamber).withKoreanMiddleGuard(guardHand).uppercutPunch(timing.extend + timing.peak).withKoreanMiddleGuard(guardHand);
|
|
121
|
+
break;
|
|
122
|
+
case "palm":
|
|
123
|
+
builder.punchWindup(timing.chamber).palmStrike(timing.extend).palmStrike(timing.peak);
|
|
124
|
+
break;
|
|
125
|
+
case "backfist":
|
|
126
|
+
builder.punchChamber(timing.chamber, hand).withKoreanMiddleGuard(guardHand).withBackfist(hand).punchExtend(timing.extend, hand).withKoreanMiddleGuard(guardHand).withBackfist(hand).punchPeak(timing.peak, hand).withKoreanMiddleGuard(guardHand);
|
|
127
|
+
break;
|
|
128
|
+
}
|
|
129
|
+
builder.recover(timing.retract + timing.recover).withKoreanMiddleGuard();
|
|
130
|
+
return builder.build();
|
|
131
|
+
}
|
|
132
|
+
/**
|
|
133
|
+
* Create a combo animation from a sequence of techniques
|
|
134
|
+
*
|
|
135
|
+
* @param name - Combo name
|
|
136
|
+
* @param koreanName - Korean name
|
|
137
|
+
* @param techniques - Array of technique names to chain
|
|
138
|
+
* @returns Complete combo animation
|
|
139
|
+
*
|
|
140
|
+
* @korean 콤보애니메이션생성
|
|
141
|
+
*/
|
|
142
|
+
function createComboAnimation(name, koreanName, techniques) {
|
|
143
|
+
const timing = TECHNIQUE_TIMING.COMBO_FAST;
|
|
144
|
+
const totalDuration = timing.total * techniques.length;
|
|
145
|
+
const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(totalDuration).stance().withKoreanMiddleGuard();
|
|
146
|
+
techniques.forEach((technique, _index) => {
|
|
147
|
+
switch (technique) {
|
|
148
|
+
case "jab":
|
|
149
|
+
builder.punchChamber(timing.chamber, "left").punchExtend(timing.extend, "left").punchPeak(timing.peak, "left");
|
|
150
|
+
break;
|
|
151
|
+
case "cross":
|
|
152
|
+
builder.punchChamber(timing.chamber, "right").punchExtend(timing.extend, "right").punchPeak(timing.peak, "right");
|
|
153
|
+
break;
|
|
154
|
+
case "hook":
|
|
155
|
+
builder.hookWindup(timing.chamber, "left").hookPunch(timing.extend + timing.peak, "left");
|
|
156
|
+
break;
|
|
157
|
+
case "uppercut":
|
|
158
|
+
builder.uppercutCrouch(timing.chamber).uppercutPunch(timing.extend + timing.peak);
|
|
159
|
+
break;
|
|
160
|
+
case "front_kick":
|
|
161
|
+
builder.chamber(timing.chamber).extend(timing.extend);
|
|
162
|
+
break;
|
|
163
|
+
case "roundhouse":
|
|
164
|
+
builder.roundhouseChamber(timing.chamber).roundhouseExtend(timing.extend);
|
|
165
|
+
break;
|
|
166
|
+
}
|
|
167
|
+
if (_index < techniques.length - 1) builder.recover(timing.recover * .5);
|
|
168
|
+
});
|
|
169
|
+
builder.recover(timing.recover).withKoreanMiddleGuard();
|
|
170
|
+
return builder.build();
|
|
171
|
+
}
|
|
172
|
+
createKickAnimation({
|
|
173
|
+
name: "front_kick",
|
|
174
|
+
koreanName: "앞차기",
|
|
175
|
+
timing: TIMING_PRESETS.MEDIUM_LIGHT,
|
|
176
|
+
kickType: "front"
|
|
177
|
+
}), createKickAnimation({
|
|
178
|
+
name: "roundhouse_kick",
|
|
179
|
+
koreanName: "돌려차기",
|
|
180
|
+
timing: TIMING_PRESETS.HEAVY_LIGHT,
|
|
181
|
+
kickType: "roundhouse",
|
|
182
|
+
guardDuringKick: "high",
|
|
183
|
+
guardAtPeak: "high"
|
|
184
|
+
}), createKickAnimation({
|
|
185
|
+
name: "side_kick",
|
|
186
|
+
koreanName: "옆차기",
|
|
187
|
+
timing: TIMING_PRESETS.MEDIUM_HEAVY,
|
|
188
|
+
kickType: "side",
|
|
189
|
+
guardDuringKick: "high",
|
|
190
|
+
guardAtPeak: "high"
|
|
191
|
+
}), createKickAnimation({
|
|
192
|
+
name: "low_kick",
|
|
193
|
+
koreanName: "하단차기",
|
|
194
|
+
timing: TIMING_PRESETS.FAST_MEDIUM,
|
|
195
|
+
kickType: "low"
|
|
196
|
+
});
|
|
197
|
+
createPunchAnimation({
|
|
198
|
+
name: "jab",
|
|
199
|
+
koreanName: "잽",
|
|
200
|
+
timing: TIMING_PRESETS.FAST,
|
|
201
|
+
punchType: "jab",
|
|
202
|
+
hand: "left"
|
|
203
|
+
}), createPunchAnimation({
|
|
204
|
+
name: "cross",
|
|
205
|
+
koreanName: "크로스",
|
|
206
|
+
timing: TIMING_PRESETS.MEDIUM,
|
|
207
|
+
punchType: "cross",
|
|
208
|
+
hand: "right"
|
|
209
|
+
}), createPunchAnimation({
|
|
210
|
+
name: "lead_hook",
|
|
211
|
+
koreanName: "리드훅",
|
|
212
|
+
timing: TIMING_PRESETS.MEDIUM,
|
|
213
|
+
punchType: "hook",
|
|
214
|
+
hand: "left"
|
|
215
|
+
}), createPunchAnimation({
|
|
216
|
+
name: "rear_uppercut",
|
|
217
|
+
koreanName: "리어어퍼컷",
|
|
218
|
+
timing: TIMING_PRESETS.MEDIUM,
|
|
219
|
+
punchType: "uppercut",
|
|
220
|
+
hand: "right"
|
|
221
|
+
});
|
|
222
|
+
createComboAnimation("jab_cross", "잽-크로스", ["jab", "cross"]), createComboAnimation("one_two_hook", "원투훅", [
|
|
223
|
+
"jab",
|
|
224
|
+
"cross",
|
|
225
|
+
"hook"
|
|
226
|
+
]), createComboAnimation("jab_cross_kick", "잽크로스킥", [
|
|
227
|
+
"jab",
|
|
228
|
+
"cross",
|
|
229
|
+
"front_kick"
|
|
230
|
+
]);
|
|
231
|
+
//#endregion
|
|
232
|
+
export { TIMING_PRESETS, createComboAnimation, createKickAnimation, createPunchAnimation };
|
|
233
|
+
|
|
234
|
+
//# sourceMappingURL=AnimationFactoryPresets.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AnimationFactoryPresets.js","names":[],"sources":["../../../../src/systems/animation/builders/AnimationFactoryPresets.ts"],"sourcesContent":["/**\n * Animation Factory Presets\n *\n * Reusable factory functions to reduce code duplication across animation files.\n * Provides preset configurations for common animation patterns.\n *\n * 애니메이션 팩토리 프리셋 - 코드 중복 감소를 위한 재사용 가능한 팩토리 함수\n *\n * @module systems/animation/builders/AnimationFactoryPresets\n * @korean 애니메이션팩토리프리셋\n */\n\nimport type { TrigramStance } from \"../../../types/common\";\nimport type { SkeletalAnimation } from \"../../../types/skeletal\";\nimport type { LeadFoot } from \"../utils/AnimationMirror\";\nimport {\n getAnimationForStance,\n mirrorAnimation,\n} from \"../utils/AnimationMirror\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"./MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TIMING PRESETS (타이밍 프리셋)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Standard timing configurations for different technique speeds\n * 다양한 기술 속도에 대한 표준 타이밍 구성\n */\nexport const TIMING_PRESETS = {\n /** Fast techniques (550ms) - Jabs, quick strikes */\n FAST: TECHNIQUE_TIMING.FAST,\n /** Fast-Medium techniques (600ms) - Low kicks, lead hooks */\n FAST_MEDIUM: TECHNIQUE_TIMING.FAST_MEDIUM,\n /** Medium-Light techniques (700ms) - Front kicks, uppercuts */\n MEDIUM_LIGHT: TECHNIQUE_TIMING.MEDIUM_LIGHT,\n /** Medium techniques (730ms) - Crosses, roundhouse kicks */\n MEDIUM: TECHNIQUE_TIMING.MEDIUM,\n /** Medium-Heavy techniques (750ms) - Side kicks */\n MEDIUM_HEAVY: TECHNIQUE_TIMING.MEDIUM_HEAVY,\n /** Heavy-Light techniques (800ms) - Spinning kicks */\n HEAVY_LIGHT: TECHNIQUE_TIMING.HEAVY_LIGHT,\n /** Heavy-Medium techniques (850ms) - Crescent kicks */\n HEAVY_MEDIUM: TECHNIQUE_TIMING.HEAVY_MEDIUM,\n /** Heavy techniques (1000ms) - Jumping techniques */\n HEAVY: TECHNIQUE_TIMING.HEAVY,\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KICK FACTORY (발차기 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for kick animation creation\n * 발차기 애니메이션 생성 설정\n */\n/**\n * Timing configuration for technique animations\n */\ninterface TechniqueTiming {\n readonly chamber: number;\n readonly extend: number;\n readonly peak: number;\n readonly retract: number;\n readonly recover: number;\n readonly total: number;\n}\n\nexport interface KickConfig {\n readonly name: string;\n readonly koreanName: string;\n readonly timing: TechniqueTiming;\n readonly kickType:\n | \"front\"\n | \"roundhouse\"\n | \"side\"\n | \"axe\"\n | \"back\"\n | \"low\"\n | \"crescent\"\n | \"spin\";\n readonly guardDuringKick?: \"middle\" | \"high\";\n readonly guardAtPeak?: \"middle\" | \"high\";\n}\n\n/**\n * Create a standard kick animation with proper phases\n *\n * All kicks follow the Korean martial arts pattern:\n * 1. 기본자세 (Stance) - Fighting stance at t=0\n * 2. 준비 (Chamber) - Knee lifts\n * 3. 차기 (Extension) - Leg extends\n * 4. 정점 (Peak) - Hold at extension\n * 5. 회수 (Retraction) - Return through chamber\n * 6. 복귀 (Recovery) - Return to stance\n *\n * @param config - Kick configuration\n * @returns Complete kick animation\n *\n * @korean 표준발차기애니메이션생성\n */\nexport function createKickAnimation(config: KickConfig): SkeletalAnimation {\n const {\n name,\n koreanName,\n timing,\n kickType,\n guardDuringKick = \"middle\",\n guardAtPeak = \"middle\",\n } = config;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName)\n .asAttack(timing.total)\n .stance()\n .withKoreanMiddleGuard();\n\n // Helper to apply guard based on type\n const applyGuard = (type: \"middle\" | \"high\") => {\n if (type === \"high\") {\n builder.withKoreanHighGuard();\n } else {\n builder.withKoreanMiddleGuard();\n }\n };\n\n // Apply kick-type specific chamber and extension\n switch (kickType) {\n case \"front\":\n builder\n .chamber(timing.chamber)\n .withKoreanMiddleGuard()\n .extend(timing.extend);\n applyGuard(guardDuringKick);\n builder.extend(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"roundhouse\":\n builder\n .roundhouseChamber(timing.chamber)\n .withKoreanMiddleGuard()\n .roundhouseExtend(timing.extend);\n applyGuard(guardDuringKick);\n builder.roundhouseExtend(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"side\":\n builder\n .sideKickChamber(timing.chamber)\n .withKoreanHighGuard()\n .sideKickExtend(timing.extend);\n applyGuard(guardDuringKick);\n builder.sideKickExtend(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"axe\":\n builder\n .axeKickRise(timing.chamber)\n .withKoreanHighGuard()\n .axeKickChop(timing.extend);\n applyGuard(guardDuringKick);\n builder.axeKick(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"back\":\n builder\n .backKickSpin(timing.chamber)\n .withKoreanHighGuard()\n .backKickThrust(timing.extend);\n applyGuard(guardDuringKick);\n builder.backKickThrust(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"low\":\n builder\n .lowKickChamber(timing.chamber)\n .withKoreanMiddleGuard()\n .lowKickSweep(timing.extend);\n applyGuard(guardDuringKick);\n builder.lowKickSweep(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"crescent\":\n builder\n .crescentKickChamber(timing.chamber)\n .withKoreanHighGuard()\n .crescentKickArc(timing.extend);\n applyGuard(guardDuringKick);\n builder.crescentKickArc(timing.peak);\n applyGuard(guardAtPeak);\n break;\n\n case \"spin\":\n builder\n .spin(timing.chamber)\n .withKoreanHighGuard()\n .spinKick(timing.extend);\n applyGuard(guardDuringKick);\n builder.spinKick(timing.peak);\n applyGuard(guardAtPeak);\n break;\n }\n\n // Common recovery for all kicks\n builder\n .retract(timing.retract)\n .recover(timing.recover)\n .withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PUNCH FACTORY (주먹 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for punch animation creation\n * 주먹 애니메이션 생성 설정\n */\nexport interface PunchConfig {\n readonly name: string;\n readonly koreanName: string;\n readonly timing: TechniqueTiming;\n readonly punchType:\n | \"jab\"\n | \"cross\"\n | \"hook\"\n | \"uppercut\"\n | \"palm\"\n | \"backfist\";\n readonly hand: \"left\" | \"right\";\n readonly guardHand?: \"left\" | \"right\";\n}\n\n/**\n * Create a standard punch animation with proper phases\n *\n * All punches follow Korean martial arts pattern:\n * 1. 준비 (Chamber) - Fist at hip\n * 2. 지르기 (Extension) - Arm extends with rotation\n * 3. 정점 (Peak) - Maximum reach\n * 4. 복귀 (Recovery) - Return to guard\n *\n * @param config - Punch configuration\n * @returns Complete punch animation\n *\n * @korean 표준주먹애니메이션생성\n */\nexport function createPunchAnimation(config: PunchConfig): SkeletalAnimation {\n const {\n name,\n koreanName,\n timing,\n punchType,\n hand,\n guardHand = hand === \"left\" ? \"right\" : \"left\",\n } = config;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName).asAttack(\n timing.total,\n );\n\n // Apply punch-type specific phases\n switch (punchType) {\n case \"jab\":\n case \"cross\":\n builder\n .punchChamber(timing.chamber, hand)\n .withKoreanMiddleGuard(guardHand)\n .punchExtend(timing.extend, hand)\n .withKoreanMiddleGuard(guardHand)\n .punchPeak(timing.peak, hand)\n .withKoreanMiddleGuard(guardHand);\n break;\n\n case \"hook\":\n builder\n .hookWindup(timing.chamber, hand)\n .withKoreanMiddleGuard(guardHand)\n .hookPunch(timing.extend + timing.peak, hand)\n .withKoreanMiddleGuard(guardHand);\n break;\n\n case \"uppercut\":\n builder\n .uppercutCrouch(timing.chamber)\n .withKoreanMiddleGuard(guardHand)\n .uppercutPunch(timing.extend + timing.peak)\n .withKoreanMiddleGuard(guardHand);\n break;\n\n case \"palm\":\n builder\n .punchWindup(timing.chamber)\n .palmStrike(timing.extend)\n .palmStrike(timing.peak);\n break;\n\n case \"backfist\":\n // Use standard punch mechanics for backfist\n builder\n .punchChamber(timing.chamber, hand)\n .withKoreanMiddleGuard(guardHand)\n .withBackfist(hand)\n .punchExtend(timing.extend, hand)\n .withKoreanMiddleGuard(guardHand)\n .withBackfist(hand)\n .punchPeak(timing.peak, hand)\n .withKoreanMiddleGuard(guardHand);\n break;\n }\n\n // Common recovery\n builder.recover(timing.retract + timing.recover).withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LOCOMOTION FACTORY (이동 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for locomotion animations\n * 이동 애니메이션 설정\n */\nexport interface LocomotionConfig {\n readonly stance: TrigramStance;\n readonly type: \"walk\" | \"run\" | \"idle\";\n readonly duration?: number;\n}\n\n/**\n * Standard locomotion durations\n */\nconst LOCOMOTION_DURATIONS = {\n walk: 1.0, // 1 second per step cycle\n run: 0.6, // Faster for running\n idle: 3.0, // Breathing cycle\n} as const;\n\n/**\n * Create a trigram-specific locomotion animation\n *\n * Note: Uses basic locomotion with trigram guard applied.\n * For more complex trigram-specific locomotion patterns,\n * use the dedicated StanceLocomotionAnimations module.\n *\n * @param config - Locomotion configuration\n * @returns Complete locomotion animation with trigram styling\n *\n * @korean 팔괘별이동애니메이션생성\n */\nexport function createTrigramLocomotion(\n config: LocomotionConfig,\n): SkeletalAnimation {\n const { stance, type, duration = LOCOMOTION_DURATIONS[type] } = config;\n\n const builder = MartialArtsAnimationBuilder.create(\n `${stance.toLowerCase()}_${type}`,\n `${stance} ${type === \"walk\" ? \"걷기\" : type === \"run\" ? \"달리기\" : \"대기\"}`,\n );\n\n switch (type) {\n case \"walk\":\n builder\n .asMovement(duration, true)\n .stance()\n .withTrigramGuard(stance)\n .step(duration * 0.5)\n .withTrigramGuard(stance);\n break;\n\n case \"run\":\n builder\n .asMovement(duration, true)\n .stance()\n .withTrigramGuard(stance)\n .step(duration * 0.3)\n .withTrigramGuard(stance);\n break;\n\n case \"idle\":\n builder.asIdle(duration, true).stance().withTrigramGuard(stance);\n break;\n }\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DEFENSIVE ANIMATION FACTORY (방어 애니메이션 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Configuration for defensive animations\n * 방어 애니메이션 설정\n */\nexport interface DefenseConfig {\n readonly name: string;\n readonly koreanName: string;\n readonly timing: TechniqueTiming;\n readonly defenseType: \"block\" | \"parry\" | \"slip\" | \"bob\" | \"weave\";\n readonly height: \"high\" | \"middle\" | \"low\";\n}\n\n/**\n * Create a defensive animation\n *\n * @param config - Defense configuration\n * @returns Complete defensive animation\n *\n * @korean 방어애니메이션생성\n */\nexport function createDefenseAnimation(\n config: DefenseConfig,\n): SkeletalAnimation {\n const { name, koreanName, timing, defenseType, height } = config;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName)\n .asDefense(timing.total)\n .stance()\n .withKoreanMiddleGuard();\n\n switch (defenseType) {\n case \"block\":\n if (height === \"high\") {\n builder.blockHigh(timing.chamber + timing.extend).withKoreanHighGuard();\n } else if (height === \"low\") {\n builder.blockLow(timing.chamber + timing.extend).withKoreanLowGuard();\n } else {\n // Middle block - use parry mechanics with high guard\n builder.parry(timing.chamber + timing.extend).withKoreanMiddleGuard();\n }\n break;\n\n case \"parry\":\n builder.parry(timing.chamber + timing.extend);\n break;\n\n case \"slip\":\n builder.duck(timing.chamber + timing.extend);\n break;\n\n case \"bob\":\n builder.bob(timing.chamber + timing.extend);\n break;\n\n case \"weave\":\n builder.weave(timing.chamber + timing.extend);\n break;\n }\n\n builder.recover(timing.retract + timing.recover).withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE MIRRORING UTILITIES (자세 반전 유틸리티)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Create both orthodox and southpaw versions of an animation\n *\n * Useful for creating complete animation sets that work for both stance sides.\n *\n * @param baseAnimation - Base animation (assumed orthodox/left-foot-forward)\n * @returns Object with both stance versions\n *\n * @korean 양자세애니메이션생성\n */\nexport function createBothStances(baseAnimation: SkeletalAnimation): {\n readonly orthodox: SkeletalAnimation;\n readonly southpaw: SkeletalAnimation;\n} {\n return {\n orthodox: baseAnimation,\n southpaw: mirrorAnimation(baseAnimation, {\n nameSuffix: \"_southpaw\",\n koreanNameSuffix: \"(사우스포)\",\n }),\n };\n}\n\n/**\n * Get animation for player's current stance side\n *\n * @param baseAnimation - Base animation (orthodox)\n * @param leadFoot - Player's current lead foot\n * @param cache - Optional cache for mirrored animations\n * @returns Animation matching player's stance\n *\n * @korean 자세에맞는애니메이션선택\n */\nexport { getAnimationForStance };\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COMBO FACTORY (콤보 팩토리)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Create a combo animation from a sequence of techniques\n *\n * @param name - Combo name\n * @param koreanName - Korean name\n * @param techniques - Array of technique names to chain\n * @returns Complete combo animation\n *\n * @korean 콤보애니메이션생성\n */\nexport function createComboAnimation(\n name: string,\n koreanName: string,\n techniques: readonly string[],\n): SkeletalAnimation {\n const timing = TECHNIQUE_TIMING.COMBO_FAST;\n const totalDuration = timing.total * techniques.length;\n\n const builder = MartialArtsAnimationBuilder.create(name, koreanName)\n .asAttack(totalDuration)\n .stance()\n .withKoreanMiddleGuard();\n\n // Chain techniques with fast transitions\n techniques.forEach((technique, _index) => {\n switch (technique) {\n case \"jab\":\n builder\n .punchChamber(timing.chamber, \"left\")\n .punchExtend(timing.extend, \"left\")\n .punchPeak(timing.peak, \"left\");\n break;\n case \"cross\":\n builder\n .punchChamber(timing.chamber, \"right\")\n .punchExtend(timing.extend, \"right\")\n .punchPeak(timing.peak, \"right\");\n break;\n case \"hook\":\n builder\n .hookWindup(timing.chamber, \"left\")\n .hookPunch(timing.extend + timing.peak, \"left\");\n break;\n case \"uppercut\":\n builder\n .uppercutCrouch(timing.chamber)\n .uppercutPunch(timing.extend + timing.peak);\n break;\n case \"front_kick\":\n builder.chamber(timing.chamber).extend(timing.extend);\n break;\n case \"roundhouse\":\n builder\n .roundhouseChamber(timing.chamber)\n .roundhouseExtend(timing.extend);\n break;\n }\n\n // Quick recovery between techniques (except last)\n if (_index < techniques.length - 1) {\n builder.recover(timing.recover * 0.5);\n }\n });\n\n // Final recovery\n builder.recover(timing.recover).withKoreanMiddleGuard();\n\n return builder.build();\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PRESET ANIMATIONS (프리셋 애니메이션)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Pre-built kick animations using factory\n * 팩토리를 사용한 사전 빌드 발차기 애니메이션\n */\nexport const PRESET_KICKS = {\n FRONT_KICK: createKickAnimation({\n name: \"front_kick\",\n koreanName: \"앞차기\",\n timing: TIMING_PRESETS.MEDIUM_LIGHT,\n kickType: \"front\",\n }),\n\n ROUNDHOUSE_KICK: createKickAnimation({\n name: \"roundhouse_kick\",\n koreanName: \"돌려차기\",\n timing: TIMING_PRESETS.HEAVY_LIGHT,\n kickType: \"roundhouse\",\n guardDuringKick: \"high\",\n guardAtPeak: \"high\",\n }),\n\n SIDE_KICK: createKickAnimation({\n name: \"side_kick\",\n koreanName: \"옆차기\",\n timing: TIMING_PRESETS.MEDIUM_HEAVY,\n kickType: \"side\",\n guardDuringKick: \"high\",\n guardAtPeak: \"high\",\n }),\n\n LOW_KICK: createKickAnimation({\n name: \"low_kick\",\n koreanName: \"하단차기\",\n timing: TIMING_PRESETS.FAST_MEDIUM,\n kickType: \"low\",\n }),\n} as const;\n\n/**\n * Pre-built punch animations using factory\n * 팩토리를 사용한 사전 빌드 주먹 애니메이션\n */\nexport const PRESET_PUNCHES = {\n JAB: createPunchAnimation({\n name: \"jab\",\n koreanName: \"잽\",\n timing: TIMING_PRESETS.FAST,\n punchType: \"jab\",\n hand: \"left\",\n }),\n\n CROSS: createPunchAnimation({\n name: \"cross\",\n koreanName: \"크로스\",\n timing: TIMING_PRESETS.MEDIUM,\n punchType: \"cross\",\n hand: \"right\",\n }),\n\n LEAD_HOOK: createPunchAnimation({\n name: \"lead_hook\",\n koreanName: \"리드훅\",\n timing: TIMING_PRESETS.MEDIUM,\n punchType: \"hook\",\n hand: \"left\",\n }),\n\n REAR_UPPERCUT: createPunchAnimation({\n name: \"rear_uppercut\",\n koreanName: \"리어어퍼컷\",\n timing: TIMING_PRESETS.MEDIUM,\n punchType: \"uppercut\",\n hand: \"right\",\n }),\n} as const;\n\n/**\n * Pre-built combo animations using factory\n * 팩토리를 사용한 사전 빌드 콤보 애니메이션\n */\nexport const PRESET_COMBOS = {\n JAB_CROSS: createComboAnimation(\"jab_cross\", \"잽-크로스\", [\"jab\", \"cross\"]),\n\n ONE_TWO_HOOK: createComboAnimation(\"one_two_hook\", \"원투훅\", [\n \"jab\",\n \"cross\",\n \"hook\",\n ]),\n\n JAB_CROSS_KICK: createComboAnimation(\"jab_cross_kick\", \"잽크로스킥\", [\n \"jab\",\n \"cross\",\n \"front_kick\",\n ]),\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TRIGRAM BREATHING ANIMATION (팔괘 호흡)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Create a trigram-specific breathing/idle animation\n *\n * Each trigram has a unique breathing pattern reflecting its elemental nature.\n *\n * @param stance - Trigram stance\n * @returns Breathing animation for the stance\n *\n * @korean 팔괘호흡애니메이션생성\n */\nexport function createTrigramBreathing(\n stance: TrigramStance,\n): SkeletalAnimation {\n return createTrigramLocomotion({\n stance,\n type: \"idle\",\n duration: 3.0,\n });\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\nexport type { LeadFoot };\n"],"mappings":";;;;;;;AAgCA,IAAa,iBAAiB;CAE5B,MAAM,iBAAiB;CAEvB,aAAa,iBAAiB;CAE9B,cAAc,iBAAiB;CAE/B,QAAQ,iBAAiB;CAEzB,cAAc,iBAAiB;CAE/B,aAAa,iBAAiB;CAE9B,cAAc,iBAAiB;CAE/B,OAAO,iBAAiB;CACzB;;;;;;;;;;;;;;;;;AAuDD,SAAgB,oBAAoB,QAAuC;CACzE,MAAM,EACJ,MACA,YACA,QACA,UACA,kBAAkB,UAClB,cAAc,aACZ;CAEJ,MAAM,UAAU,4BAA4B,OAAO,MAAM,WAAW,CACjE,SAAS,OAAO,MAAM,CACtB,QAAQ,CACR,uBAAuB;CAG1B,MAAM,cAAc,SAA4B;AAC9C,MAAI,SAAS,OACX,SAAQ,qBAAqB;MAE7B,SAAQ,uBAAuB;;AAKnC,SAAQ,UAAR;EACE,KAAK;AACH,WACG,QAAQ,OAAO,QAAQ,CACvB,uBAAuB,CACvB,OAAO,OAAO,OAAO;AACxB,cAAW,gBAAgB;AAC3B,WAAQ,OAAO,OAAO,KAAK;AAC3B,cAAW,YAAY;AACvB;EAEF,KAAK;AACH,WACG,kBAAkB,OAAO,QAAQ,CACjC,uBAAuB,CACvB,iBAAiB,OAAO,OAAO;AAClC,cAAW,gBAAgB;AAC3B,WAAQ,iBAAiB,OAAO,KAAK;AACrC,cAAW,YAAY;AACvB;EAEF,KAAK;AACH,WACG,gBAAgB,OAAO,QAAQ,CAC/B,qBAAqB,CACrB,eAAe,OAAO,OAAO;AAChC,cAAW,gBAAgB;AAC3B,WAAQ,eAAe,OAAO,KAAK;AACnC,cAAW,YAAY;AACvB;EAEF,KAAK;AACH,WACG,YAAY,OAAO,QAAQ,CAC3B,qBAAqB,CACrB,YAAY,OAAO,OAAO;AAC7B,cAAW,gBAAgB;AAC3B,WAAQ,QAAQ,OAAO,KAAK;AAC5B,cAAW,YAAY;AACvB;EAEF,KAAK;AACH,WACG,aAAa,OAAO,QAAQ,CAC5B,qBAAqB,CACrB,eAAe,OAAO,OAAO;AAChC,cAAW,gBAAgB;AAC3B,WAAQ,eAAe,OAAO,KAAK;AACnC,cAAW,YAAY;AACvB;EAEF,KAAK;AACH,WACG,eAAe,OAAO,QAAQ,CAC9B,uBAAuB,CACvB,aAAa,OAAO,OAAO;AAC9B,cAAW,gBAAgB;AAC3B,WAAQ,aAAa,OAAO,KAAK;AACjC,cAAW,YAAY;AACvB;EAEF,KAAK;AACH,WACG,oBAAoB,OAAO,QAAQ,CACnC,qBAAqB,CACrB,gBAAgB,OAAO,OAAO;AACjC,cAAW,gBAAgB;AAC3B,WAAQ,gBAAgB,OAAO,KAAK;AACpC,cAAW,YAAY;AACvB;EAEF,KAAK;AACH,WACG,KAAK,OAAO,QAAQ,CACpB,qBAAqB,CACrB,SAAS,OAAO,OAAO;AAC1B,cAAW,gBAAgB;AAC3B,WAAQ,SAAS,OAAO,KAAK;AAC7B,cAAW,YAAY;AACvB;;AAIJ,SACG,QAAQ,OAAO,QAAQ,CACvB,QAAQ,OAAO,QAAQ,CACvB,uBAAuB;AAE1B,QAAO,QAAQ,OAAO;;;;;;;;;;;;;;;;AAwCxB,SAAgB,qBAAqB,QAAwC;CAC3E,MAAM,EACJ,MACA,YACA,QACA,WACA,MACA,YAAY,SAAS,SAAS,UAAU,WACtC;CAEJ,MAAM,UAAU,4BAA4B,OAAO,MAAM,WAAW,CAAC,SACnE,OAAO,MACR;AAGD,SAAQ,WAAR;EACE,KAAK;EACL,KAAK;AACH,WACG,aAAa,OAAO,SAAS,KAAK,CAClC,sBAAsB,UAAU,CAChC,YAAY,OAAO,QAAQ,KAAK,CAChC,sBAAsB,UAAU,CAChC,UAAU,OAAO,MAAM,KAAK,CAC5B,sBAAsB,UAAU;AACnC;EAEF,KAAK;AACH,WACG,WAAW,OAAO,SAAS,KAAK,CAChC,sBAAsB,UAAU,CAChC,UAAU,OAAO,SAAS,OAAO,MAAM,KAAK,CAC5C,sBAAsB,UAAU;AACnC;EAEF,KAAK;AACH,WACG,eAAe,OAAO,QAAQ,CAC9B,sBAAsB,UAAU,CAChC,cAAc,OAAO,SAAS,OAAO,KAAK,CAC1C,sBAAsB,UAAU;AACnC;EAEF,KAAK;AACH,WACG,YAAY,OAAO,QAAQ,CAC3B,WAAW,OAAO,OAAO,CACzB,WAAW,OAAO,KAAK;AAC1B;EAEF,KAAK;AAEH,WACG,aAAa,OAAO,SAAS,KAAK,CAClC,sBAAsB,UAAU,CAChC,aAAa,KAAK,CAClB,YAAY,OAAO,QAAQ,KAAK,CAChC,sBAAsB,UAAU,CAChC,aAAa,KAAK,CAClB,UAAU,OAAO,MAAM,KAAK,CAC5B,sBAAsB,UAAU;AACnC;;AAIJ,SAAQ,QAAQ,OAAO,UAAU,OAAO,QAAQ,CAAC,uBAAuB;AAExE,QAAO,QAAQ,OAAO;;;;;;;;;;;;AAoMxB,SAAgB,qBACd,MACA,YACA,YACmB;CACnB,MAAM,SAAS,iBAAiB;CAChC,MAAM,gBAAgB,OAAO,QAAQ,WAAW;CAEhD,MAAM,UAAU,4BAA4B,OAAO,MAAM,WAAW,CACjE,SAAS,cAAc,CACvB,QAAQ,CACR,uBAAuB;AAG1B,YAAW,SAAS,WAAW,WAAW;AACxC,UAAQ,WAAR;GACE,KAAK;AACH,YACG,aAAa,OAAO,SAAS,OAAO,CACpC,YAAY,OAAO,QAAQ,OAAO,CAClC,UAAU,OAAO,MAAM,OAAO;AACjC;GACF,KAAK;AACH,YACG,aAAa,OAAO,SAAS,QAAQ,CACrC,YAAY,OAAO,QAAQ,QAAQ,CACnC,UAAU,OAAO,MAAM,QAAQ;AAClC;GACF,KAAK;AACH,YACG,WAAW,OAAO,SAAS,OAAO,CAClC,UAAU,OAAO,SAAS,OAAO,MAAM,OAAO;AACjD;GACF,KAAK;AACH,YACG,eAAe,OAAO,QAAQ,CAC9B,cAAc,OAAO,SAAS,OAAO,KAAK;AAC7C;GACF,KAAK;AACH,YAAQ,QAAQ,OAAO,QAAQ,CAAC,OAAO,OAAO,OAAO;AACrD;GACF,KAAK;AACH,YACG,kBAAkB,OAAO,QAAQ,CACjC,iBAAiB,OAAO,OAAO;AAClC;;AAIJ,MAAI,SAAS,WAAW,SAAS,EAC/B,SAAQ,QAAQ,OAAO,UAAU,GAAI;GAEvC;AAGF,SAAQ,QAAQ,OAAO,QAAQ,CAAC,uBAAuB;AAEvD,QAAO,QAAQ,OAAO;;AAYV,oBAAoB;CAC9B,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,UAAU;CACX,CAAC,EAEe,oBAAoB;CACnC,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,UAAU;CACV,iBAAiB;CACjB,aAAa;CACd,CAAC,EAES,oBAAoB;CAC7B,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,UAAU;CACV,iBAAiB;CACjB,aAAa;CACd,CAAC,EAEQ,oBAAoB;CAC5B,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,UAAU;CACX,CAAC;AAQG,qBAAqB;CACxB,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,WAAW;CACX,MAAM;CACP,CAAC,EAEK,qBAAqB;CAC1B,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,WAAW;CACX,MAAM;CACP,CAAC,EAES,qBAAqB;CAC9B,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,WAAW;CACX,MAAM;CACP,CAAC,EAEa,qBAAqB;CAClC,MAAM;CACN,YAAY;CACZ,QAAQ,eAAe;CACvB,WAAW;CACX,MAAM;CACP,CAAC;AAQS,qBAAqB,aAAa,SAAS,CAAC,OAAO,QAAQ,CAAC,EAEzD,qBAAqB,gBAAgB,OAAO;CACxD;CACA;CACA;CACD,CAAC,EAEc,qBAAqB,kBAAkB,SAAS;CAC9D;CACA;CACA;CACD,CAAC"}
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/**
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* Hand Pose Application Utilities
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*
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* Utilities for applying hand poses to animation keyframes.
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* 손 모양 적용 유틸리티
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*
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* @module systems/animation/HandPoseApplicator
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* @korean 손모양적용기
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*/
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import type { AnimationKeyframe } from "../../../types/skeletal";
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import type { KeyframeConfig } from "./KeyframeConfig";
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import { HAND_POSES } from "./MartialArtsConstants";
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/** Hand pose type from HAND_POSES constant */
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export type HandPose = (typeof HAND_POSES)[keyof typeof HAND_POSES];
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/** Which hand(s) to apply a pose to */
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export type HandSelection = "left" | "right" | "both";
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/**
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* Apply hand pose to a KeyframeConfig (builder pattern)
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*
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* @param kf - KeyframeConfig to apply pose to
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* @param pose - Hand pose data from HAND_POSES
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* @param hand - Which hand(s) to apply ("left" | "right" | "both")
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*
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* @example
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* ```typescript
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* applyHandPoseToConfig(kf, HAND_POSES.FIST, "right");
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* ```
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*
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* @korean KeyframeConfig에손모양적용
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*/
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export declare function applyHandPoseToConfig(kf: KeyframeConfig, pose: HandPose, hand: HandSelection): void;
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/**
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* Apply hand pose to an AnimationKeyframe (direct mutation)
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*
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* @param kf - AnimationKeyframe to apply pose to
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* @param pose - Hand pose data from HAND_POSES
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* @param hand - Which hand(s) to apply ("left" | "right" | "both")
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*
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* @example
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* ```typescript
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* applyHandPoseToKeyframe(animKeyframe, HAND_POSES.GRAB, "both");
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* ```
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*
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* @korean AnimationKeyframe에손모양적용
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*/
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export declare function applyHandPoseToKeyframe(kf: AnimationKeyframe, pose: HandPose, hand: HandSelection): void;
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/**
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* Get a hand pose by name
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*
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* @param poseName - Name of the pose from HAND_POSES
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* @returns The hand pose data
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*/
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export declare function getHandPose(poseName: keyof typeof HAND_POSES): HandPose;
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//# sourceMappingURL=HandPoseApplicator.d.ts.map
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