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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import { BoneName } from "../../../types/skeletal.js";
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/**
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* Advancing step toward opponent with authentic Korean martial arts footwork mechanics.
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* Implements proper weight transfer (체중이동), stepping foot mechanics (디딤발),
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* - 디딤발 (Didimbal): Stepping foot lands heel-first, rolls to ball
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* @korean 전진스텝애니메이션_체중이동
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*/
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var MOVEMENT_FORWARD_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_forward_step", "전진스텝").asMovement(.6).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.03, "ease-out").position(BoneName.PELVIS, .05, 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-3), 0, 0).done().at(.15, "ease-out").rotate(BoneName.HIP_L, toRadians(-30), 0, 0).rotate(BoneName.KNEE_L, toRadians(-40), 0, 0).position(BoneName.PELVIS, .05, -.02, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.25, "linear").rotate(BoneName.HIP_L, toRadians(-15), 0, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.FOOT_L, toRadians(25), 0, 0).position(BoneName.PELVIS, .03, -.025, .15).done().at(.35, "linear").rotate(BoneName.HIP_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.FOOT_L, toRadians(20), 0, 0).position(BoneName.PELVIS, 0, -.03, .3).rotate(BoneName.KNEE_R, toRadians(-6), 0, 0).done().at(.45, "ease-in").position(BoneName.PELVIS, -.03, -.02, .35).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.FOOT_L, toRadians(5), 0, 0).done().at(.6, "ease-in").position(BoneName.PELVIS, -.05, 0, .4).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.FOOT_L, toRadians(-5), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
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27
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+
/**
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28
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* Backward Step - 후진스텝 with Korean Martial Arts Weight Transfer
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29
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*
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30
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* Retreating step from opponent with authentic Korean martial arts footwork.
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31
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* Implements proper rear weight transfer and defensive positioning.
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32
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*
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33
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* Weight Transfer Mechanics (후퇴 체중이동):
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34
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* - Phase 1 (0-0.15s): Weight shift to front foot, back leg prepares
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35
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* - Phase 2 (0.15-0.35s): Back foot lifts and extends backward
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36
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* - Phase 3 (0.35-0.45s): Ball of foot touches down, weight begins transfer
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37
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* - Phase 4 (0.45-0.6s): Complete weight transfer, maintain guard
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38
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+
*
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39
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+
* Korean Martial Arts Principles:
|
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40
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+
* - Backward steps land on ball of foot first (unlike forward heel-first)
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41
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* - Maintain forward-facing guard throughout retreat
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42
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* - Center of mass moves smoothly backward
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43
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* - Front leg remains ready to kick or defend
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44
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*
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45
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+
* @korean 후진스텝애니메이션_체중이동
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46
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+
*/
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+
var MOVEMENT_BACKWARD_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_backward_step", "후진스텝").asMovement(.6).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.03, "ease-out").position(BoneName.PELVIS, -.05, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-3), 0, 0).done().at(.15, "ease-out").rotate(BoneName.HIP_R, toRadians(20), 0, 0).rotate(BoneName.KNEE_R, toRadians(-25), 0, 0).position(BoneName.PELVIS, -.05, -.015, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).done().at(.25, "linear").rotate(BoneName.HIP_R, toRadians(12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.FOOT_R, toRadians(-15), 0, 0).position(BoneName.PELVIS, -.03, -.02, -.15).done().at(.35, "linear").rotate(BoneName.HIP_R, toRadians(8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-6), 0, 0).rotate(BoneName.FOOT_R, toRadians(-12), 0, 0).position(BoneName.PELVIS, 0, -.025, -.3).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).done().at(.45, "ease-in").position(BoneName.PELVIS, .03, -.015, -.35).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).rotate(BoneName.FOOT_R, toRadians(-5), 0, 0).done().at(.6, "ease-in").position(BoneName.PELVIS, .05, 0, -.4).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
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48
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+
/**
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49
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+
* Left Sidestep - 왼쪽측면스텝 with Korean Martial Arts Weight Transfer
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50
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+
*
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51
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+
* Lateral movement left with authentic Korean martial arts footwork.
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52
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+
* Creates angle advantage while maintaining forward guard.
|
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53
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+
*
|
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54
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+
* Weight Transfer Mechanics (측면 체중이동):
|
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55
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+
* - Phase 1: Weight shifts to right leg
|
|
56
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+
* - Phase 2: Left foot slides lateral
|
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57
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+
* - Phase 3: Weight transfers smoothly to left
|
|
58
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+
* - Phase 4: Right foot follows, stance width maintained
|
|
59
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+
*
|
|
60
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+
* Korean Martial Arts Principles:
|
|
61
|
+
* - Guard faces forward throughout (원형보 - Circular footwork)
|
|
62
|
+
* - Pelvis rotates slightly to engage hip
|
|
63
|
+
* - Spine counter-rotates to maintain guard orientation
|
|
64
|
+
* - Smooth weight distribution prevents telegraphing
|
|
65
|
+
*
|
|
66
|
+
* @korean 왼쪽측면스텝애니메이션_체중이동
|
|
67
|
+
*/
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|
68
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+
var MOVEMENT_SIDESTEP_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sidestep_left", "왼쪽측면스텝").asMovement(.5).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.08, "ease-out").position(BoneName.PELVIS, .04, 0, 0).rotate(BoneName.PELVIS, 0, 0, toRadians(3)).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-3), 0, 0).done().at(.18, "linear").position(BoneName.PELVIS, .02, -.01, 0).rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0).rotate(BoneName.KNEE_R, toRadians(-12), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).done().at(.3, "ease-in").position(BoneName.PELVIS, -.15, 0, 0).rotate(BoneName.PELVIS, 0, toRadians(3), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(-2), 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-6), 0, 0).done().at(.5, "ease-in").position(BoneName.PELVIS, -.3, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
69
|
+
/**
|
|
70
|
+
* Right Sidestep - 오른쪽측면스텝 with Korean Martial Arts Weight Transfer
|
|
71
|
+
*
|
|
72
|
+
* Lateral movement right with authentic Korean martial arts footwork.
|
|
73
|
+
* Mirror of left sidestep.
|
|
74
|
+
*
|
|
75
|
+
* @korean 오른쪽측면스텝애니메이션_체중이동
|
|
76
|
+
*/
|
|
77
|
+
var MOVEMENT_SIDESTEP_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sidestep_right", "오른쪽측면스텝").asMovement(.5).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.08, "ease-out").position(BoneName.PELVIS, -.04, 0, 0).rotate(BoneName.PELVIS, 0, 0, toRadians(-3)).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-3), 0, 0).done().at(.18, "linear").position(BoneName.PELVIS, -.02, -.01, 0).rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).done().at(.3, "ease-in").position(BoneName.PELVIS, .15, 0, 0).rotate(BoneName.PELVIS, 0, toRadians(-3), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(2), 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-6), 0, 0).done().at(.5, "ease-in").position(BoneName.PELVIS, .3, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
|
|
78
|
+
/**
|
|
79
|
+
* Step Drag - 스텝드래그
|
|
80
|
+
*
|
|
81
|
+
* Lead foot step with rear drag.
|
|
82
|
+
* Maintains stance while moving.
|
|
83
|
+
*
|
|
84
|
+
* @korean 스텝드래그애니메이션
|
|
85
|
+
*/
|
|
86
|
+
var MOVEMENT_STEP_DRAG_ANIMATION = MartialArtsAnimationBuilder.create("movement_step_drag", "스텝드래그").asMovement(.35).step(.12).step(.1).recover(.13).build();
|
|
87
|
+
/**
|
|
88
|
+
* Left Pivot - 왼쪽피봇
|
|
89
|
+
*
|
|
90
|
+
* Pivot on lead foot to the left.
|
|
91
|
+
* 45 degree angle change.
|
|
92
|
+
*
|
|
93
|
+
* @korean 왼쪽피봇애니메이션
|
|
94
|
+
*/
|
|
95
|
+
var MOVEMENT_PIVOT_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_pivot_left", "왼쪽피봇").asMovement(.28).rotate(.14).recover(.14).build();
|
|
96
|
+
/**
|
|
97
|
+
* Right Pivot - 오른쪽피봇
|
|
98
|
+
*
|
|
99
|
+
* Pivot on lead foot to the right.
|
|
100
|
+
* 45 degree angle change.
|
|
101
|
+
*
|
|
102
|
+
* @korean 오른쪽피봇애니메이션
|
|
103
|
+
*/
|
|
104
|
+
var MOVEMENT_PIVOT_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_pivot_right", "오른쪽피봇").asMovement(.28).rotate(.14).recover(.14).build();
|
|
105
|
+
/**
|
|
106
|
+
* Full Spin - 전체회전
|
|
107
|
+
*
|
|
108
|
+
* Complete 360 rotation.
|
|
109
|
+
* For spinning attack setups.
|
|
110
|
+
*
|
|
111
|
+
* @korean 전체회전애니메이션
|
|
112
|
+
*/
|
|
113
|
+
var MOVEMENT_FULL_SPIN_ANIMATION = MartialArtsAnimationBuilder.create("movement_full_spin", "전체회전").asMovement(.4).spin(.25).recover(.15).build();
|
|
114
|
+
/**
|
|
115
|
+
* Quarter Turn - 사분회전
|
|
116
|
+
*
|
|
117
|
+
* 90 degree turn.
|
|
118
|
+
* Quick repositioning.
|
|
119
|
+
*
|
|
120
|
+
* @korean 사분회전애니메이션
|
|
121
|
+
*/
|
|
122
|
+
var MOVEMENT_QUARTER_TURN_ANIMATION = MartialArtsAnimationBuilder.create("movement_quarter_turn", "사분회전").asMovement(.25).rotate(.12).recover(.13).build();
|
|
123
|
+
/**
|
|
124
|
+
* Bounce Step - 바운스스텝
|
|
125
|
+
*
|
|
126
|
+
* Light bouncing movement.
|
|
127
|
+
* Keeps fighter mobile.
|
|
128
|
+
*
|
|
129
|
+
* @korean 바운스스텝애니메이션
|
|
130
|
+
*/
|
|
131
|
+
var MOVEMENT_BOUNCE_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_bounce_step", "바운스스텝").asMovement(.25).step(.08).step(.08).recover(.09).build();
|
|
132
|
+
/**
|
|
133
|
+
* Switch Step - 스위치스텝
|
|
134
|
+
*
|
|
135
|
+
* Quick stance switch.
|
|
136
|
+
* Changes lead foot.
|
|
137
|
+
*
|
|
138
|
+
* @korean 스위치스텝애니메이션
|
|
139
|
+
*/
|
|
140
|
+
var MOVEMENT_SWITCH_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_switch_step", "스위치스텝").asMovement(.22).jump(.08).step(.08).recover(.06).build();
|
|
141
|
+
/**
|
|
142
|
+
* Shuffle - 셔플
|
|
143
|
+
*
|
|
144
|
+
* Quick shuffle step.
|
|
145
|
+
* Rapid forward movement.
|
|
146
|
+
*
|
|
147
|
+
* @korean 셔플애니메이션
|
|
148
|
+
*/
|
|
149
|
+
var MOVEMENT_SHUFFLE_ANIMATION = MartialArtsAnimationBuilder.create("movement_shuffle", "셔플").asMovement(.28).step(.08).step(.08).step(.06).recover(.06).build();
|
|
150
|
+
/**
|
|
151
|
+
* Back Step - 백스텝
|
|
152
|
+
*
|
|
153
|
+
* Quick retreat step.
|
|
154
|
+
* Creates distance rapidly.
|
|
155
|
+
*
|
|
156
|
+
* @korean 백스텝애니메이션
|
|
157
|
+
*/
|
|
158
|
+
var MOVEMENT_BACK_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_back_step", "백스텝").asMovement(.25).step(.12).recover(.13).build();
|
|
159
|
+
/**
|
|
160
|
+
* Circle Left - 서클왼쪽
|
|
161
|
+
*
|
|
162
|
+
* Circling movement to the left.
|
|
163
|
+
* Maintains distance while repositioning.
|
|
164
|
+
*
|
|
165
|
+
* @korean 서클왼쪽애니메이션
|
|
166
|
+
*/
|
|
167
|
+
var MOVEMENT_CIRCLE_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_circle_left", "서클왼쪽").asMovement(.4).shift(.12).step(.12).recover(.16).build();
|
|
168
|
+
/**
|
|
169
|
+
* Circle Right - 서클오른쪽
|
|
170
|
+
*
|
|
171
|
+
* Circling movement to the right.
|
|
172
|
+
* Maintains distance while repositioning.
|
|
173
|
+
*
|
|
174
|
+
* @korean 서클오른쪽애니메이션
|
|
175
|
+
*/
|
|
176
|
+
var MOVEMENT_CIRCLE_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_circle_right", "서클오른쪽").asMovement(.4).shift(.12).step(.12).recover(.16).build();
|
|
177
|
+
/**
|
|
178
|
+
* Angle Off - 앵글오프
|
|
179
|
+
*
|
|
180
|
+
* Step at diagonal angle.
|
|
181
|
+
* Creates superior position.
|
|
182
|
+
*
|
|
183
|
+
* @korean 앵글오프애니메이션
|
|
184
|
+
*/
|
|
185
|
+
var MOVEMENT_ANGLE_OFF_ANIMATION = MartialArtsAnimationBuilder.create("movement_angle_off", "앵글오프").asMovement(.32).shift(.1).step(.1).recover(.12).build();
|
|
186
|
+
/**
|
|
187
|
+
* Orthodox to Southpaw - 오소독스투사우스포
|
|
188
|
+
*
|
|
189
|
+
* Stance switch orthodox to southpaw.
|
|
190
|
+
* Changes fighting orientation.
|
|
191
|
+
*
|
|
192
|
+
* @korean 오소독스투사우스포애니메이션
|
|
193
|
+
*/
|
|
194
|
+
var MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION = MartialArtsAnimationBuilder.create("movement_orthodox_to_southpaw", "오소독스투사우스포").asMovement(.35).jump(.1).rotate(.12).recover(.13).build();
|
|
195
|
+
/**
|
|
196
|
+
* Southpaw to Orthodox - 사우스포투오소독스
|
|
197
|
+
*
|
|
198
|
+
* Stance switch southpaw to orthodox.
|
|
199
|
+
* Changes fighting orientation.
|
|
200
|
+
*
|
|
201
|
+
* @korean 사우스포투오소독스애니메이션
|
|
202
|
+
*/
|
|
203
|
+
var MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION = MartialArtsAnimationBuilder.create("movement_southpaw_to_orthodox", "사우스포투오소독스").asMovement(.35).jump(.1).rotate(.12).recover(.13).build();
|
|
204
|
+
/**
|
|
205
|
+
* Drop Level - 드롭레벨
|
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*
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* Lower fighting stance.
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*
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* @korean 드롭레벨애니메이션
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*/
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var MOVEMENT_DROP_LEVEL_ANIMATION = MartialArtsAnimationBuilder.create("movement_drop_level", "드롭레벨").asMovement(.3).duck(.15).recover(.15).build();
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/**
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* Rise Up - 라이즈업
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*
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*
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* @korean 라이즈업애니메이션
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*/
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var MOVEMENT_RISE_UP_ANIMATION = MartialArtsAnimationBuilder.create("movement_rise_up", "라이즈업").asMovement(.28).lean(.1).recover(.18).build();
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/**
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* Jump Back - 점프백
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*
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* Jumping retreat.
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*
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* @korean 점프백애니메이션
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*/
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var MOVEMENT_JUMP_BACK_ANIMATION = MartialArtsAnimationBuilder.create("movement_jump_back", "점프백").asMovement(.45).jump(.2).recover(.25).build();
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/**
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* Jump In - 점프인
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*
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* Jumping advance.
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* Closes distance rapidly.
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*
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* @korean 점프인애니메이션
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*/
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var MOVEMENT_JUMP_IN_ANIMATION = MartialArtsAnimationBuilder.create("movement_jump_in", "점프인").asMovement(.45).jump(.2).recover(.25).build();
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/**
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* Jump Aside - 점프사이드
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*
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* Jumping sideways.
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* Lateral evasion.
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*
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* @korean 점프사이드애니메이션
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*/
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var MOVEMENT_JUMP_ASIDE_ANIMATION = MartialArtsAnimationBuilder.create("movement_jump_aside", "점프사이드").asMovement(.42).jump(.18).shift(.1).recover(.14).build();
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/**
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* Duck - 덕
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*
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* Ducking under attack.
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* Low evasion.
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*
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* @korean 덕애니메이션
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*/
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var MOVEMENT_DUCK_ANIMATION = MartialArtsAnimationBuilder.create("movement_duck", "덕").asMovement(.3).duck(.15).recover(.15).build();
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/**
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* Lean Back - 린백
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*
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* Leaning away from attack.
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* Upper body evasion.
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*
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* @korean 린백애니메이션
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*/
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var MOVEMENT_LEAN_BACK_ANIMATION = MartialArtsAnimationBuilder.create("movement_lean_back", "린백").asMovement(.28).lean(.14).recover(.14).build();
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/**
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* Sway Left - 스웨이왼쪽
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*
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* Body sway to the left.
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* Subtle evasion.
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*
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* @korean 스웨이왼쪽애니메이션
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*/
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var MOVEMENT_SWAY_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sway_left", "스웨이왼쪽").asMovement(.25).bob(.12).recover(.13).build();
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/**
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* Sway Right - 스웨이오른쪽
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*
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* Body sway to the right.
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* Subtle evasion.
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*
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* @korean 스웨이오른쪽애니메이션
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*/
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var MOVEMENT_SWAY_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sway_right", "스웨이오른쪽").asMovement(.25).bob(.12).recover(.13).build();
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/**
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* Bob and Weave - 밥앤위브
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*
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* U-shaped head movement.
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* Classic boxing evasion.
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*
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* @korean 밥앤위브애니메이션
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*/
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var MOVEMENT_BOB_WEAVE_ANIMATION = MartialArtsAnimationBuilder.create("movement_bob_weave", "밥앤위브").asMovement(.4).bob(.12).weave(.13).recover(.15).build();
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/**
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* Jab Feint - 잽페인트
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*
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* Fake jab movement.
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* Draws reaction.
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*
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* @korean 잽페인트애니메이션
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*/
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var MOVEMENT_JAB_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_jab_feint", "잽페인트").asMovement(.2).punchWindup(.08).recover(.12).build();
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/**
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* Level Change Feint - 레벨체인지페인트
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*
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* Fake level drop.
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* Draws takedown defense.
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+
*
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+
* @korean 레벨체인지페인트애니메이션
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+
*/
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var MOVEMENT_LEVEL_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_level_feint", "레벨체인지페인트").asMovement(.25).duck(.1).recover(.15).build();
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/**
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* Kick Feint - 킥페인트
|
|
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+
*
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|
+
* Fake kick chamber.
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316
|
+
* Draws leg check.
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+
*
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|
+
* @korean 킥페인트애니메이션
|
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|
+
*/
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+
var MOVEMENT_KICK_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_kick_feint", "킥페인트").asMovement(.25).chamber(.1).recover(.15).build();
|
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+
/**
|
|
322
|
+
* Step Feint - 스텝페인트
|
|
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|
+
*
|
|
324
|
+
* Fake step forward.
|
|
325
|
+
* Draws counter.
|
|
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|
+
*
|
|
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|
+
* @korean 스텝페인트애니메이션
|
|
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|
+
*/
|
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|
+
var MOVEMENT_STEP_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_step_feint", "스텝페인트").asMovement(.22).step(.08).recover(.14).build();
|
|
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|
+
/**
|
|
331
|
+
* Map of all movement animations for easy access
|
|
332
|
+
* 이동 애니메이션 맵
|
|
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|
+
*/
|
|
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|
+
var MOVEMENT_ANIMATIONS = new Map([
|
|
335
|
+
["movement_forward_step", MOVEMENT_FORWARD_STEP_ANIMATION],
|
|
336
|
+
["movement_backward_step", MOVEMENT_BACKWARD_STEP_ANIMATION],
|
|
337
|
+
["movement_sidestep_left", MOVEMENT_SIDESTEP_LEFT_ANIMATION],
|
|
338
|
+
["movement_sidestep_right", MOVEMENT_SIDESTEP_RIGHT_ANIMATION],
|
|
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|
+
["movement_step_drag", MOVEMENT_STEP_DRAG_ANIMATION],
|
|
340
|
+
["movement_pivot_left", MOVEMENT_PIVOT_LEFT_ANIMATION],
|
|
341
|
+
["movement_pivot_right", MOVEMENT_PIVOT_RIGHT_ANIMATION],
|
|
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|
+
["movement_full_spin", MOVEMENT_FULL_SPIN_ANIMATION],
|
|
343
|
+
["movement_quarter_turn", MOVEMENT_QUARTER_TURN_ANIMATION],
|
|
344
|
+
["movement_bounce_step", MOVEMENT_BOUNCE_STEP_ANIMATION],
|
|
345
|
+
["movement_switch_step", MOVEMENT_SWITCH_STEP_ANIMATION],
|
|
346
|
+
["movement_shuffle", MOVEMENT_SHUFFLE_ANIMATION],
|
|
347
|
+
["movement_back_step", MOVEMENT_BACK_STEP_ANIMATION],
|
|
348
|
+
["movement_circle_left", MOVEMENT_CIRCLE_LEFT_ANIMATION],
|
|
349
|
+
["movement_circle_right", MOVEMENT_CIRCLE_RIGHT_ANIMATION],
|
|
350
|
+
["movement_angle_off", MOVEMENT_ANGLE_OFF_ANIMATION],
|
|
351
|
+
["movement_orthodox_to_southpaw", MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION],
|
|
352
|
+
["movement_southpaw_to_orthodox", MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION],
|
|
353
|
+
["movement_drop_level", MOVEMENT_DROP_LEVEL_ANIMATION],
|
|
354
|
+
["movement_rise_up", MOVEMENT_RISE_UP_ANIMATION],
|
|
355
|
+
["movement_jump_back", MOVEMENT_JUMP_BACK_ANIMATION],
|
|
356
|
+
["movement_jump_in", MOVEMENT_JUMP_IN_ANIMATION],
|
|
357
|
+
["movement_jump_aside", MOVEMENT_JUMP_ASIDE_ANIMATION],
|
|
358
|
+
["movement_duck", MOVEMENT_DUCK_ANIMATION],
|
|
359
|
+
["movement_lean_back", MOVEMENT_LEAN_BACK_ANIMATION],
|
|
360
|
+
["movement_sway_left", MOVEMENT_SWAY_LEFT_ANIMATION],
|
|
361
|
+
["movement_sway_right", MOVEMENT_SWAY_RIGHT_ANIMATION],
|
|
362
|
+
["movement_bob_weave", MOVEMENT_BOB_WEAVE_ANIMATION],
|
|
363
|
+
["movement_jab_feint", MOVEMENT_JAB_FEINT_ANIMATION],
|
|
364
|
+
["movement_level_feint", MOVEMENT_LEVEL_FEINT_ANIMATION],
|
|
365
|
+
["movement_kick_feint", MOVEMENT_KICK_FEINT_ANIMATION],
|
|
366
|
+
["movement_step_feint", MOVEMENT_STEP_FEINT_ANIMATION]
|
|
367
|
+
]);
|
|
368
|
+
//#endregion
|
|
369
|
+
export { MOVEMENT_ANGLE_OFF_ANIMATION, MOVEMENT_ANIMATIONS, MOVEMENT_BACKWARD_STEP_ANIMATION, MOVEMENT_BACK_STEP_ANIMATION, MOVEMENT_BOB_WEAVE_ANIMATION, MOVEMENT_BOUNCE_STEP_ANIMATION, MOVEMENT_CIRCLE_LEFT_ANIMATION, MOVEMENT_CIRCLE_RIGHT_ANIMATION, MOVEMENT_DROP_LEVEL_ANIMATION, MOVEMENT_DUCK_ANIMATION, MOVEMENT_FORWARD_STEP_ANIMATION, MOVEMENT_FULL_SPIN_ANIMATION, MOVEMENT_JAB_FEINT_ANIMATION, MOVEMENT_JUMP_ASIDE_ANIMATION, MOVEMENT_JUMP_BACK_ANIMATION, MOVEMENT_JUMP_IN_ANIMATION, MOVEMENT_KICK_FEINT_ANIMATION, MOVEMENT_LEAN_BACK_ANIMATION, MOVEMENT_LEVEL_FEINT_ANIMATION, MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION, MOVEMENT_PIVOT_LEFT_ANIMATION, MOVEMENT_PIVOT_RIGHT_ANIMATION, MOVEMENT_QUARTER_TURN_ANIMATION, MOVEMENT_RISE_UP_ANIMATION, MOVEMENT_SHUFFLE_ANIMATION, MOVEMENT_SIDESTEP_LEFT_ANIMATION, MOVEMENT_SIDESTEP_RIGHT_ANIMATION, MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION, MOVEMENT_STEP_DRAG_ANIMATION, MOVEMENT_STEP_FEINT_ANIMATION, MOVEMENT_SWAY_LEFT_ANIMATION, MOVEMENT_SWAY_RIGHT_ANIMATION, MOVEMENT_SWITCH_STEP_ANIMATION };
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+
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//# sourceMappingURL=MovementAnimations.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"MovementAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/MovementAnimations.ts"],"sourcesContent":["/**\n * Movement Animations Module\n *\n * Footwork, dodges, and movement techniques (이동기술).\n * Positioning and distance management animations.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 이동 애니메이션 모듈\n *\n * @module systems/animation/MovementAnimations\n * @korean 이동애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { toRadians } from \"@/utils/math\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BASIC FOOTWORK (기본 풋워크)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Forward Step - 전진스텝 with Korean Martial Arts Weight Transfer\n *\n * Advancing step toward opponent with authentic Korean martial arts footwork mechanics.\n * Implements proper weight transfer (체중이동), stepping foot mechanics (디딤발),\n * and pivot foot stability (축발) principles.\n *\n * Weight Transfer Mechanics (체중이동 원리):\n * - Phase 1 (0-0.15s): Weight shift to back foot, front leg prepares (준비단계)\n * - Phase 2 (0.15-0.35s): Front foot lifts and extends forward (이동단계)\n * - Phase 3 (0.35-0.45s): Heel strikes ground, weight begins transfer (착지단계)\n * - Phase 4 (0.45-0.6s): Complete weight transfer, foot rolls to flat (안정단계)\n *\n * Korean Martial Arts Principles:\n * - 디딤발 (Didimbal): Stepping foot lands heel-first, rolls to ball\n * - 축발 (Chukbal): Pivot foot maintains balance during weight shift\n * - 체중이동 (Chejung Idong): Weight transfers smoothly, not abruptly\n * - 중심이동 (Jungsim Idong): Center of mass moves with body\n *\n * @korean 전진스텝애니메이션_체중이동\n */\nexport const MOVEMENT_FORWARD_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_forward_step\", \"전진스텝\")\n .asMovement(0.6)\n // Phase 1: Preparation - Weight shift to back leg (준비단계)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0.05, 0, 0) // Hip shifts over back leg\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Back leg bends to accept weight\n .rotate(BoneName.KNEE_L, toRadians(-3), 0, 0) // Front leg lightens\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Lift step leg (이동단계 - 들어올리기)\n .at(0.15, \"ease-out\")\n .rotate(BoneName.HIP_L, toRadians(-30), 0, 0) // Knee lifts\n .rotate(BoneName.KNEE_L, toRadians(-40), 0, 0) // Shin forward\n .position(BoneName.PELVIS, 0.05, -0.02, 0) // Drop slightly for power\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Back leg bears full weight\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Extend forward (이동단계 - 앞으로)\n .at(0.25, \"linear\")\n .rotate(BoneName.HIP_L, toRadians(-15), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(25), 0, 0) // Toe up, heel ready\n .position(BoneName.PELVIS, 0.03, -0.025, 0.15) // Forward, slightly lower\n .done<MartialArtsAnimationBuilder>()\n // Phase 4: Heel strike (착지단계 - 뒤꿈치 착지)\n .at(0.35, \"linear\")\n .rotate(BoneName.HIP_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(20), 0, 0) // Heel down, toe still up - 디딤발 (Didimbal)\n .position(BoneName.PELVIS, 0, -0.03, 0.3) // Forward and lower on impact\n .rotate(BoneName.KNEE_R, toRadians(-6), 0, 0) // Back leg still supporting\n .done<MartialArtsAnimationBuilder>()\n // Phase 5: Weight transfer begins (체중이동 시작)\n .at(0.45, \"ease-in\")\n .position(BoneName.PELVIS, -0.03, -0.02, 0.35) // Hip shifts toward front leg - 체중이동 (Chejung Idong)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Front leg accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Back leg relaxes\n .rotate(BoneName.FOOT_L, toRadians(5), 0, 0) // Foot rolling to flat\n .done<MartialArtsAnimationBuilder>()\n // Phase 6: Complete transfer and stabilization (안정단계)\n .at(0.6, \"ease-in\")\n .position(BoneName.PELVIS, -0.05, 0, 0.4) // Center over front leg\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Front leg stable\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Back leg light\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0) // Foot completely flat, slight pressure on ball\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained throughout\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Backward Step - 후진스텝 with Korean Martial Arts Weight Transfer\n *\n * Retreating step from opponent with authentic Korean martial arts footwork.\n * Implements proper rear weight transfer and defensive positioning.\n *\n * Weight Transfer Mechanics (후퇴 체중이동):\n * - Phase 1 (0-0.15s): Weight shift to front foot, back leg prepares\n * - Phase 2 (0.15-0.35s): Back foot lifts and extends backward\n * - Phase 3 (0.35-0.45s): Ball of foot touches down, weight begins transfer\n * - Phase 4 (0.45-0.6s): Complete weight transfer, maintain guard\n *\n * Korean Martial Arts Principles:\n * - Backward steps land on ball of foot first (unlike forward heel-first)\n * - Maintain forward-facing guard throughout retreat\n * - Center of mass moves smoothly backward\n * - Front leg remains ready to kick or defend\n *\n * @korean 후진스텝애니메이션_체중이동\n */\nexport const MOVEMENT_BACKWARD_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_backward_step\", \"후진스텝\")\n .asMovement(0.6)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, -0.05, 0, 0) // Weight shifts to front leg\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Front leg accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-3), 0, 0) // Back leg lightens\n .done<MartialArtsAnimationBuilder>()\n .at(0.15, \"ease-out\")\n .rotate(BoneName.HIP_R, toRadians(20), 0, 0) // Hip extends back\n .rotate(BoneName.KNEE_R, toRadians(-25), 0, 0) // Knee lifts slightly\n .position(BoneName.PELVIS, -0.05, -0.015, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Front leg stable\n .done<MartialArtsAnimationBuilder>()\n .at(0.25, \"linear\")\n .rotate(BoneName.HIP_R, toRadians(12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.FOOT_R, toRadians(-15), 0, 0) // Ball of foot ready to land\n .position(BoneName.PELVIS, -0.03, -0.02, -0.15) // Backward motion\n .done<MartialArtsAnimationBuilder>()\n .at(0.35, \"linear\")\n .rotate(BoneName.HIP_R, toRadians(8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-6), 0, 0)\n .rotate(BoneName.FOOT_R, toRadians(-12), 0, 0) // Ball of foot contacts ground\n .position(BoneName.PELVIS, 0, -0.025, -0.3)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.45, \"ease-in\")\n .position(BoneName.PELVIS, 0.03, -0.015, -0.35) // Weight transfers to back leg\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Back leg accepts weight\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Front leg lightens\n .rotate(BoneName.FOOT_R, toRadians(-5), 0, 0) // Heel settles down\n .done<MartialArtsAnimationBuilder>()\n .at(0.6, \"ease-in\")\n .position(BoneName.PELVIS, 0.05, 0, -0.4) // Stable rear stance\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.FOOT_R, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Left Sidestep - 왼쪽측면스텝 with Korean Martial Arts Weight Transfer\n *\n * Lateral movement left with authentic Korean martial arts footwork.\n * Creates angle advantage while maintaining forward guard.\n *\n * Weight Transfer Mechanics (측면 체중이동):\n * - Phase 1: Weight shifts to right leg\n * - Phase 2: Left foot slides lateral\n * - Phase 3: Weight transfers smoothly to left\n * - Phase 4: Right foot follows, stance width maintained\n *\n * Korean Martial Arts Principles:\n * - Guard faces forward throughout (원형보 - Circular footwork)\n * - Pelvis rotates slightly to engage hip\n * - Spine counter-rotates to maintain guard orientation\n * - Smooth weight distribution prevents telegraphing\n *\n * @korean 왼쪽측면스텝애니메이션_체중이동\n */\nexport const MOVEMENT_SIDESTEP_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sidestep_left\", \"왼쪽측면스텝\")\n .asMovement(0.5)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.08, \"ease-out\")\n .position(BoneName.PELVIS, 0.04, 0, 0) // Weight shifts to right leg\n .rotate(BoneName.PELVIS, 0, 0, toRadians(3)) // Slight tilt right\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Right leg accepts weight\n .rotate(BoneName.KNEE_L, toRadians(-3), 0, 0) // Left leg lightens\n .done<MartialArtsAnimationBuilder>()\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, 0.02, -0.01, 0) // Slight drop during slide\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)) // Hip engages for lateral movement\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0) // Counter-rotate to maintain guard\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, -0.15, 0, 0) // Lateral 15cm\n .rotate(BoneName.PELVIS, 0, toRadians(3), 0)\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-2), 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Left leg accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-6), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.5, \"ease-in\")\n .position(BoneName.PELVIS, -0.3, 0, 0) // Full 30cm lateral\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained forward\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Right Sidestep - 오른쪽측면스텝 with Korean Martial Arts Weight Transfer\n *\n * Lateral movement right with authentic Korean martial arts footwork.\n * Mirror of left sidestep.\n *\n * @korean 오른쪽측면스텝애니메이션_체중이동\n */\nexport const MOVEMENT_SIDESTEP_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sidestep_right\", \"오른쪽측면스텝\")\n .asMovement(0.5)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.08, \"ease-out\")\n .position(BoneName.PELVIS, -0.04, 0, 0) // Weight shifts to left leg\n .rotate(BoneName.PELVIS, 0, 0, toRadians(-3))\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-3), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0) // Right foot slides lateral\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, 0.15, 0, 0) // Weight begins transfer to right\n .rotate(BoneName.PELVIS, 0, toRadians(-3), 0)\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(2), 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-6), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.5, \"ease-in\")\n .position(BoneName.PELVIS, 0.3, 0, 0) // Stable lateral stance\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Step Drag - 스텝드래그\n *\n * Lead foot step with rear drag.\n * Maintains stance while moving.\n *\n * @korean 스텝드래그애니메이션\n */\nexport const MOVEMENT_STEP_DRAG_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_step_drag\", \"스텝드래그\")\n .asMovement(0.35)\n .step(0.12)\n .step(0.1) // Drag\n .recover(0.13)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PIVOTS AND TURNS (피봇과 회전)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Left Pivot - 왼쪽피봇\n *\n * Pivot on lead foot to the left.\n * 45 degree angle change.\n *\n * @korean 왼쪽피봇애니메이션\n */\nexport const MOVEMENT_PIVOT_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_pivot_left\", \"왼쪽피봇\")\n .asMovement(0.28)\n .rotate(0.14)\n .recover(0.14)\n .build();\n\n/**\n * Right Pivot - 오른쪽피봇\n *\n * Pivot on lead foot to the right.\n * 45 degree angle change.\n *\n * @korean 오른쪽피봇애니메이션\n */\nexport const MOVEMENT_PIVOT_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_pivot_right\", \"오른쪽피봇\")\n .asMovement(0.28)\n .rotate(0.14)\n .recover(0.14)\n .build();\n\n/**\n * Full Spin - 전체회전\n *\n * Complete 360 rotation.\n * For spinning attack setups.\n *\n * @korean 전체회전애니메이션\n */\nexport const MOVEMENT_FULL_SPIN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_full_spin\", \"전체회전\")\n .asMovement(0.4)\n .spin(0.25)\n .recover(0.15)\n .build();\n\n/**\n * Quarter Turn - 사분회전\n *\n * 90 degree turn.\n * Quick repositioning.\n *\n * @korean 사분회전애니메이션\n */\nexport const MOVEMENT_QUARTER_TURN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_quarter_turn\", \"사분회전\")\n .asMovement(0.25)\n .rotate(0.12)\n .recover(0.13)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BOUNCING FOOTWORK (바운싱 풋워크)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Bounce Step - 바운스스텝\n *\n * Light bouncing movement.\n * Keeps fighter mobile.\n *\n * @korean 바운스스텝애니메이션\n */\nexport const MOVEMENT_BOUNCE_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_bounce_step\", \"바운스스텝\")\n .asMovement(0.25)\n .step(0.08)\n .step(0.08)\n .recover(0.09)\n .build();\n\n/**\n * Switch Step - 스위치스텝\n *\n * Quick stance switch.\n * Changes lead foot.\n *\n * @korean 스위치스텝애니메이션\n */\nexport const MOVEMENT_SWITCH_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_switch_step\", \"스위치스텝\")\n .asMovement(0.22)\n .jump(0.08)\n .step(0.08)\n .recover(0.06)\n .build();\n\n/**\n * Shuffle - 셔플\n *\n * Quick shuffle step.\n * Rapid forward movement.\n *\n * @korean 셔플애니메이션\n */\nexport const MOVEMENT_SHUFFLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_shuffle\", \"셔플\")\n .asMovement(0.28)\n .step(0.08)\n .step(0.08)\n .step(0.06)\n .recover(0.06)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EVASIVE FOOTWORK (회피 풋워크)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Back Step - 백스텝\n *\n * Quick retreat step.\n * Creates distance rapidly.\n *\n * @korean 백스텝애니메이션\n */\nexport const MOVEMENT_BACK_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_back_step\", \"백스텝\")\n .asMovement(0.25)\n .step(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Circle Left - 서클왼쪽\n *\n * Circling movement to the left.\n * Maintains distance while repositioning.\n *\n * @korean 서클왼쪽애니메이션\n */\nexport const MOVEMENT_CIRCLE_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_circle_left\", \"서클왼쪽\")\n .asMovement(0.4)\n .shift(0.12)\n .step(0.12)\n .recover(0.16)\n .build();\n\n/**\n * Circle Right - 서클오른쪽\n *\n * Circling movement to the right.\n * Maintains distance while repositioning.\n *\n * @korean 서클오른쪽애니메이션\n */\nexport const MOVEMENT_CIRCLE_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_circle_right\", \"서클오른쪽\")\n .asMovement(0.4)\n .shift(0.12)\n .step(0.12)\n .recover(0.16)\n .build();\n\n/**\n * Angle Off - 앵글오프\n *\n * Step at diagonal angle.\n * Creates superior position.\n *\n * @korean 앵글오프애니메이션\n */\nexport const MOVEMENT_ANGLE_OFF_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_angle_off\", \"앵글오프\")\n .asMovement(0.32)\n .shift(0.1)\n .step(0.1)\n .recover(0.12)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE CHANGES (스탠스 변경)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Orthodox to Southpaw - 오소독스투사우스포\n *\n * Stance switch orthodox to southpaw.\n * Changes fighting orientation.\n *\n * @korean 오소독스투사우스포애니메이션\n */\nexport const MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"movement_orthodox_to_southpaw\",\n \"오소독스투사우스포\"\n )\n .asMovement(0.35)\n .jump(0.1)\n .rotate(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Southpaw to Orthodox - 사우스포투오소독스\n *\n * Stance switch southpaw to orthodox.\n * Changes fighting orientation.\n *\n * @korean 사우스포투오소독스애니메이션\n */\nexport const MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"movement_southpaw_to_orthodox\",\n \"사우스포투오소독스\"\n )\n .asMovement(0.35)\n .jump(0.1)\n .rotate(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Drop Level - 드롭레벨\n *\n * Lower fighting stance.\n * For takedown or level change attacks.\n *\n * @korean 드롭레벨애니메이션\n */\nexport const MOVEMENT_DROP_LEVEL_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_drop_level\", \"드롭레벨\")\n .asMovement(0.3)\n .duck(0.15)\n .recover(0.15)\n .build();\n\n/**\n * Rise Up - 라이즈업\n *\n * Return to normal fighting stance.\n * Recovery from level change.\n *\n * @korean 라이즈업애니메이션\n */\nexport const MOVEMENT_RISE_UP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_rise_up\", \"라이즈업\")\n .asMovement(0.28)\n .lean(0.1) // Rise\n .recover(0.18)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// JUMPING MOVEMENTS (점프 이동)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jump Back - 점프백\n *\n * Jumping retreat.\n * Maximum distance creation.\n *\n * @korean 점프백애니메이션\n */\nexport const MOVEMENT_JUMP_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jump_back\", \"점프백\")\n .asMovement(0.45)\n .jump(0.2)\n .recover(0.25)\n .build();\n\n/**\n * Jump In - 점프인\n *\n * Jumping advance.\n * Closes distance rapidly.\n *\n * @korean 점프인애니메이션\n */\nexport const MOVEMENT_JUMP_IN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jump_in\", \"점프인\")\n .asMovement(0.45)\n .jump(0.2)\n .recover(0.25)\n .build();\n\n/**\n * Jump Aside - 점프사이드\n *\n * Jumping sideways.\n * Lateral evasion.\n *\n * @korean 점프사이드애니메이션\n */\nexport const MOVEMENT_JUMP_ASIDE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jump_aside\", \"점프사이드\")\n .asMovement(0.42)\n .jump(0.18)\n .shift(0.1)\n .recover(0.14)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DODGES (회피)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Duck - 덕\n *\n * Ducking under attack.\n * Low evasion.\n *\n * @korean 덕애니메이션\n */\nexport const MOVEMENT_DUCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_duck\", \"덕\")\n .asMovement(0.3)\n .duck(0.15)\n .recover(0.15)\n .build();\n\n/**\n * Lean Back - 린백\n *\n * Leaning away from attack.\n * Upper body evasion.\n *\n * @korean 린백애니메이션\n */\nexport const MOVEMENT_LEAN_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_lean_back\", \"린백\")\n .asMovement(0.28)\n .lean(0.14)\n .recover(0.14)\n .build();\n\n/**\n * Sway Left - 스웨이왼쪽\n *\n * Body sway to the left.\n * Subtle evasion.\n *\n * @korean 스웨이왼쪽애니메이션\n */\nexport const MOVEMENT_SWAY_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sway_left\", \"스웨이왼쪽\")\n .asMovement(0.25)\n .bob(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Sway Right - 스웨이오른쪽\n *\n * Body sway to the right.\n * Subtle evasion.\n *\n * @korean 스웨이오른쪽애니메이션\n */\nexport const MOVEMENT_SWAY_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sway_right\", \"스웨이오른쪽\")\n .asMovement(0.25)\n .bob(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Bob and Weave - 밥앤위브\n *\n * U-shaped head movement.\n * Classic boxing evasion.\n *\n * @korean 밥앤위브애니메이션\n */\nexport const MOVEMENT_BOB_WEAVE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_bob_weave\", \"밥앤위브\")\n .asMovement(0.4)\n .bob(0.12)\n .weave(0.13)\n .recover(0.15)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// FEINTS (페인트)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jab Feint - 잽페인트\n *\n * Fake jab movement.\n * Draws reaction.\n *\n * @korean 잽페인트애니메이션\n */\nexport const MOVEMENT_JAB_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jab_feint\", \"잽페인트\")\n .asMovement(0.2)\n .punchWindup(0.08)\n .recover(0.12)\n .build();\n\n/**\n * Level Change Feint - 레벨체인지페인트\n *\n * Fake level drop.\n * Draws takedown defense.\n *\n * @korean 레벨체인지페인트애니메이션\n */\nexport const MOVEMENT_LEVEL_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_level_feint\", \"레벨체인지페인트\")\n .asMovement(0.25)\n .duck(0.1)\n .recover(0.15)\n .build();\n\n/**\n * Kick Feint - 킥페인트\n *\n * Fake kick chamber.\n * Draws leg check.\n *\n * @korean 킥페인트애니메이션\n */\nexport const MOVEMENT_KICK_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_kick_feint\", \"킥페인트\")\n .asMovement(0.25)\n .chamber(0.1)\n .recover(0.15)\n .build();\n\n/**\n * Step Feint - 스텝페인트\n *\n * Fake step forward.\n * Draws counter.\n *\n * @korean 스텝페인트애니메이션\n */\nexport const MOVEMENT_STEP_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_step_feint\", \"스텝페인트\")\n .asMovement(0.22)\n .step(0.08)\n .recover(0.14)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT MOVEMENT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all movement animations for easy access\n * 이동 애니메이션 맵\n */\nexport const MOVEMENT_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Basic Footwork\n [\"movement_forward_step\", MOVEMENT_FORWARD_STEP_ANIMATION],\n [\"movement_backward_step\", MOVEMENT_BACKWARD_STEP_ANIMATION],\n [\"movement_sidestep_left\", MOVEMENT_SIDESTEP_LEFT_ANIMATION],\n [\"movement_sidestep_right\", MOVEMENT_SIDESTEP_RIGHT_ANIMATION],\n [\"movement_step_drag\", MOVEMENT_STEP_DRAG_ANIMATION],\n\n // Pivots and Turns\n [\"movement_pivot_left\", MOVEMENT_PIVOT_LEFT_ANIMATION],\n [\"movement_pivot_right\", MOVEMENT_PIVOT_RIGHT_ANIMATION],\n [\"movement_full_spin\", MOVEMENT_FULL_SPIN_ANIMATION],\n [\"movement_quarter_turn\", MOVEMENT_QUARTER_TURN_ANIMATION],\n\n // Bouncing Footwork\n [\"movement_bounce_step\", MOVEMENT_BOUNCE_STEP_ANIMATION],\n [\"movement_switch_step\", MOVEMENT_SWITCH_STEP_ANIMATION],\n [\"movement_shuffle\", MOVEMENT_SHUFFLE_ANIMATION],\n\n // Evasive Footwork\n [\"movement_back_step\", MOVEMENT_BACK_STEP_ANIMATION],\n [\"movement_circle_left\", MOVEMENT_CIRCLE_LEFT_ANIMATION],\n [\"movement_circle_right\", MOVEMENT_CIRCLE_RIGHT_ANIMATION],\n [\"movement_angle_off\", MOVEMENT_ANGLE_OFF_ANIMATION],\n\n // Stance Changes\n [\"movement_orthodox_to_southpaw\", MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION],\n [\"movement_southpaw_to_orthodox\", MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION],\n [\"movement_drop_level\", MOVEMENT_DROP_LEVEL_ANIMATION],\n [\"movement_rise_up\", MOVEMENT_RISE_UP_ANIMATION],\n\n // Jumping\n [\"movement_jump_back\", MOVEMENT_JUMP_BACK_ANIMATION],\n [\"movement_jump_in\", MOVEMENT_JUMP_IN_ANIMATION],\n [\"movement_jump_aside\", MOVEMENT_JUMP_ASIDE_ANIMATION],\n\n // Dodges\n [\"movement_duck\", MOVEMENT_DUCK_ANIMATION],\n [\"movement_lean_back\", MOVEMENT_LEAN_BACK_ANIMATION],\n [\"movement_sway_left\", MOVEMENT_SWAY_LEFT_ANIMATION],\n [\"movement_sway_right\", MOVEMENT_SWAY_RIGHT_ANIMATION],\n [\"movement_bob_weave\", MOVEMENT_BOB_WEAVE_ANIMATION],\n\n // Feints\n [\"movement_jab_feint\", MOVEMENT_JAB_FEINT_ANIMATION],\n [\"movement_level_feint\", 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