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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* Recovery Animation System for Black Trigram
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*
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* Implements realistic recovery animations for standing up from fallen states.
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* Based on Korean martial arts recovery techniques (기상 - Gisang).
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*
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* @module systems/animation/RecoveryAnimations
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* @category Animation
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*/
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import type { GroundState, RecoveryAnimationType } from "../core/types";
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/**
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* Recovery animation keyframe data structure
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*
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* Defines key poses during recovery animations for skeletal rendering.
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* Each keyframe specifies body positions at critical moments.
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*
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*/
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export interface RecoveryKeyframe {
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/** Frame number (0-indexed) */
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readonly frame: number;
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readonly torsoRotation: {
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x: number;
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y: number;
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z: number;
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};
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/** Center of mass vertical position (0-1, 1=standing, 0=ground) */
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readonly centerOfMassHeight: number;
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/** Description of this keyframe */
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readonly description: {
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readonly english: string;
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};
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/** Whether player is vulnerable at this frame */
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readonly vulnerable: boolean;
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}
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/**
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* Prone stand-up keyframes (엎드린 기상)
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* 30 frames (500ms) sequence:
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* - Frames 0-8: Push up with hands, torso lifts
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* - Frames 9-18: Legs swing under body, kneeling position
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* - Frames 19-24: Rise from kneeling to standing (vulnerable)
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* - Frames 25-29: Final stance adjustment (interruptible)
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*
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*/
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export declare const RECOVERY_PRONE_KEYFRAMES: readonly RecoveryKeyframe[];
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/**
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* Supine stand-up keyframes (누운 기상)
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* - Frames 0-10: Abs crunch sit-up motion
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* - Frames 11-22: Forward roll onto feet
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* - Frames 23-30: Feet plant, rise to standing (vulnerable)
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* - Frames 31-35: Final stance adjustment (interruptible)
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*
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* @korean 누운기상키프레임
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61
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+
*/
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62
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+
export declare const RECOVERY_SUPINE_KEYFRAMES: readonly RecoveryKeyframe[];
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63
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/**
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64
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* Roll recovery keyframes (회전기상)
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65
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*
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66
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* 24 frames (400ms) sequence - FAST recovery
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67
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* - Frames 0-6: Roll to side, momentum building
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68
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* - Frames 7-14: Spring to feet with explosive movement
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* - Frames 15-18: Quick stance (vulnerable)
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* - Frames 19-23: Combat ready (interruptible)
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*
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* Costs 20 stamina for speed advantage.
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*
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* @korean 회전기상키프레임
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+
*/
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+
export declare const RECOVERY_ROLL_KEYFRAMES: readonly RecoveryKeyframe[];
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/**
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78
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* Defensive getup keyframes (방어기상)
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*
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80
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* 42 frames (700ms) sequence - SLOW but protected
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* - Frames 0-14: Slow rise with arms guarding head/torso
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* - Frames 15-28: Gradual stand with maintained guard
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* - Frames 29-36: Stance formation with guard (50% damage reduction)
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* - Frames 37-41: Ready stance (interruptible)
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*
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* Provides 50% damage reduction throughout animation.
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*
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* @korean 방어기상키프레임
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+
*/
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90
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+
export declare const RECOVERY_DEFENSIVE_KEYFRAMES: readonly RecoveryKeyframe[];
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/**
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* Get keyframes for a specific recovery type
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*
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* @param recoveryType - Type of recovery animation
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* @returns Array of keyframes for that recovery type
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*
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* @public
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* @korean 기상키프레임가져오기
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99
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+
*/
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export declare function getRecoveryKeyframes(recoveryType: RecoveryAnimationType): readonly RecoveryKeyframe[];
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/**
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* Check if a frame in a recovery animation is vulnerable
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*
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* Vulnerability is determined by keyframe data. The last 6 frames
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* of each recovery animation are interruptible and not vulnerable.
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*
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* @param recoveryType - Type of recovery animation
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* @param frame - Current frame number (0-indexed)
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* @returns True if player is vulnerable at this frame
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*
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* @public
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* @korean 취약프레임확인
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+
*/
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export declare function isVulnerableFrame(recoveryType: RecoveryAnimationType, frame: number): boolean;
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/**
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* Determine appropriate recovery animation from ground state
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*
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* Uses ground state to select default recovery animation.
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* Side positions default to roll recovery for dynamic movement.
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*
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* @param groundState - Current ground position
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* @returns Default recovery animation type
|
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*
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* @example
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+
* ```typescript
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* const recoveryType = determineRecoveryType("prone");
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* // Returns: "prone_standup"
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*
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* const sideRecovery = determineRecoveryType("side_left");
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* // Returns: "roll_recovery" (default for side positions)
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* ```
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*
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* @public
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+
* @korean 기상유형결정
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+
*/
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+
export declare function determineRecoveryType(groundState: GroundState): RecoveryAnimationType;
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+
/**
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* Get recovery animation state from recovery type
|
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+
*
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* @param recoveryType - Recovery animation type
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* @returns Animation state name
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+
*
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* @public
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* @korean 기상애니메이션상태
|
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+
*/
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|
+
export declare function getRecoveryAnimationState(recoveryType: RecoveryAnimationType): string;
|
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|
+
/**
|
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148
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+
* Recovery animation configuration
|
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+
*
|
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150
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+
* Additional properties for recovery animations beyond base AnimationConfig.
|
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+
*
|
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+
* @korean 기상설정
|
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+
*/
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154
|
+
export interface RecoveryConfig {
|
|
155
|
+
/** Recovery animation type */
|
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156
|
+
readonly type: RecoveryAnimationType;
|
|
157
|
+
/** Stamina cost to execute (0 for normal recoveries) */
|
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|
+
readonly staminaCost: number;
|
|
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|
+
/** Damage reduction percentage during animation (0-1) */
|
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|
+
readonly damageReduction: number;
|
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161
|
+
/** Number of initial vulnerable frames (first N frames are vulnerable to damage) */
|
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|
+
readonly vulnerableFrames: number;
|
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163
|
+
/** Frame when player becomes interruptible (last 6 frames typically) */
|
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164
|
+
readonly interruptibleFrame: number;
|
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|
+
}
|
|
166
|
+
/**
|
|
167
|
+
* Recovery animation configurations
|
|
168
|
+
*
|
|
169
|
+
* Defines stamina costs, damage reduction, and vulnerability windows.
|
|
170
|
+
*
|
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171
|
+
* @korean 기상설정맵
|
|
172
|
+
*/
|
|
173
|
+
export declare const RECOVERY_CONFIGS: Record<RecoveryAnimationType, RecoveryConfig>;
|
|
174
|
+
/**
|
|
175
|
+
* Get recovery configuration
|
|
176
|
+
*
|
|
177
|
+
* @param recoveryType - Recovery animation type
|
|
178
|
+
* @returns Recovery configuration
|
|
179
|
+
*
|
|
180
|
+
* @public
|
|
181
|
+
* @korean 기상설정가져오기
|
|
182
|
+
*/
|
|
183
|
+
export declare function getRecoveryConfig(recoveryType: RecoveryAnimationType): RecoveryConfig;
|
|
184
|
+
//# sourceMappingURL=RecoveryAnimations.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"RecoveryAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/RecoveryAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,KAAK,EAAE,WAAW,EAAE,qBAAqB,EAAE,MAAM,eAAe,CAAC;AAMxE;;;;;;;GAOG;AACH,MAAM,WAAW,gBAAgB;IAC/B,+BAA+B;IAC/B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,+BAA+B;IAC/B,QAAQ,CAAC,aAAa,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAE5D,mEAAmE;IACnE,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IAEpC,mCAAmC;IACnC,QAAQ,CAAC,WAAW,EAAE;QACpB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;KAC1B,CAAC;IAEF,iDAAiD;IACjD,QAAQ,CAAC,UAAU,EAAE,OAAO,CAAC;CAC9B;AAED;;;;;;;;;;GAUG;AACH,eAAO,MAAM,wBAAwB,EAAE,SAAS,gBAAgB,EAmDtD,CAAC;AAEX;;;;;;;;;;GAUG;AACH,eAAO,MAAM,yBAAyB,EAAE,SAAS,gBAAgB,EAmDvD,CAAC;AAEX;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,uBAAuB,EAAE,SAAS,gBAAgB,EAmDrD,CAAC;AAEX;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,4BAA4B,EAAE,SAAS,gBAAgB,EAmD1D,CAAC;AAEX;;;;;;;;GAQG;AACH,wBAAgB,oBAAoB,CAClC,YAAY,EAAE,qBAAqB,GAClC,SAAS,gBAAgB,EAAE,CAa7B;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,iBAAiB,CAC/B,YAAY,EAAE,qBAAqB,EACnC,KAAK,EAAE,MAAM,GACZ,OAAO,CAcT;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,qBAAqB,CACnC,WAAW,EAAE,WAAW,GACvB,qBAAqB,CAEvB;AAED;;;;;;;;GAQG;AACH,wBAAgB,yBAAyB,CACvC,YAAY,EAAE,qBAAqB,GAClC,MAAM,CAER;AAED;;;;;;GAMG;AACH,MAAM,WAAW,cAAc;IAC7B,8BAA8B;IAC9B,QAAQ,CAAC,IAAI,EAAE,qBAAqB,CAAC;IAErC,wDAAwD;IACxD,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAE7B,yDAAyD;IACzD,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IAEjC,oFAAoF;IACpF,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAElC,wEAAwE;IACxE,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;CACrC;AAED;;;;;;GAMG;AACH,eAAO,MAAM,gBAAgB,EAAE,MAAM,CAAC,qBAAqB,EAAE,cAAc,CA6B1E,CAAC;AAEF;;;;;;;;GAQG;AACH,wBAAgB,iBAAiB,CAC/B,YAAY,EAAE,qBAAqB,GAClC,cAAc,CAEhB"}
|
|
@@ -0,0 +1,465 @@
|
|
|
1
|
+
import { GROUND_STATE_TO_RECOVERY, RECOVERY_TYPE_TO_ANIMATION } from "../core/types.js";
|
|
2
|
+
//#region src/systems/animation/catalogs/RecoveryAnimations.ts
|
|
3
|
+
/**
|
|
4
|
+
* Prone stand-up keyframes (엎드린 기상)
|
|
5
|
+
*
|
|
6
|
+
* 30 frames (500ms) sequence:
|
|
7
|
+
* - Frames 0-8: Push up with hands, torso lifts
|
|
8
|
+
* - Frames 9-18: Legs swing under body, kneeling position
|
|
9
|
+
* - Frames 19-24: Rise from kneeling to standing (vulnerable)
|
|
10
|
+
* - Frames 25-29: Final stance adjustment (interruptible)
|
|
11
|
+
*
|
|
12
|
+
* @korean 엎드린기상키프레임
|
|
13
|
+
*/
|
|
14
|
+
var RECOVERY_PRONE_KEYFRAMES = [
|
|
15
|
+
{
|
|
16
|
+
frame: 0,
|
|
17
|
+
torsoRotation: {
|
|
18
|
+
x: 1.57,
|
|
19
|
+
y: 0,
|
|
20
|
+
z: 0
|
|
21
|
+
},
|
|
22
|
+
centerOfMassHeight: .05,
|
|
23
|
+
description: {
|
|
24
|
+
korean: "엎드린 자세",
|
|
25
|
+
english: "Prone position"
|
|
26
|
+
},
|
|
27
|
+
vulnerable: true
|
|
28
|
+
},
|
|
29
|
+
{
|
|
30
|
+
frame: 8,
|
|
31
|
+
torsoRotation: {
|
|
32
|
+
x: 1.2,
|
|
33
|
+
y: 0,
|
|
34
|
+
z: 0
|
|
35
|
+
},
|
|
36
|
+
centerOfMassHeight: .2,
|
|
37
|
+
description: {
|
|
38
|
+
korean: "손으로 밀어 올리기",
|
|
39
|
+
english: "Hands push up torso"
|
|
40
|
+
},
|
|
41
|
+
vulnerable: true
|
|
42
|
+
},
|
|
43
|
+
{
|
|
44
|
+
frame: 18,
|
|
45
|
+
torsoRotation: {
|
|
46
|
+
x: .7,
|
|
47
|
+
y: 0,
|
|
48
|
+
z: 0
|
|
49
|
+
},
|
|
50
|
+
centerOfMassHeight: .5,
|
|
51
|
+
description: {
|
|
52
|
+
korean: "무릎 꿇기",
|
|
53
|
+
english: "Kneeling position"
|
|
54
|
+
},
|
|
55
|
+
vulnerable: true
|
|
56
|
+
},
|
|
57
|
+
{
|
|
58
|
+
frame: 24,
|
|
59
|
+
torsoRotation: {
|
|
60
|
+
x: .2,
|
|
61
|
+
y: 0,
|
|
62
|
+
z: 0
|
|
63
|
+
},
|
|
64
|
+
centerOfMassHeight: .75,
|
|
65
|
+
description: {
|
|
66
|
+
korean: "일어서기",
|
|
67
|
+
english: "Rising to standing"
|
|
68
|
+
},
|
|
69
|
+
vulnerable: false
|
|
70
|
+
},
|
|
71
|
+
{
|
|
72
|
+
frame: 29,
|
|
73
|
+
torsoRotation: {
|
|
74
|
+
x: 0,
|
|
75
|
+
y: 0,
|
|
76
|
+
z: 0
|
|
77
|
+
},
|
|
78
|
+
centerOfMassHeight: .9,
|
|
79
|
+
description: {
|
|
80
|
+
korean: "서 있는 자세",
|
|
81
|
+
english: "Standing stance"
|
|
82
|
+
},
|
|
83
|
+
vulnerable: false
|
|
84
|
+
}
|
|
85
|
+
];
|
|
86
|
+
/**
|
|
87
|
+
* Supine stand-up keyframes (누운 기상)
|
|
88
|
+
*
|
|
89
|
+
* 36 frames (600ms) sequence:
|
|
90
|
+
* - Frames 0-10: Abs crunch sit-up motion
|
|
91
|
+
* - Frames 11-22: Forward roll onto feet
|
|
92
|
+
* - Frames 23-30: Feet plant, rise to standing (vulnerable)
|
|
93
|
+
* - Frames 31-35: Final stance adjustment (interruptible)
|
|
94
|
+
*
|
|
95
|
+
* @korean 누운기상키프레임
|
|
96
|
+
*/
|
|
97
|
+
var RECOVERY_SUPINE_KEYFRAMES = [
|
|
98
|
+
{
|
|
99
|
+
frame: 0,
|
|
100
|
+
torsoRotation: {
|
|
101
|
+
x: -1.57,
|
|
102
|
+
y: 0,
|
|
103
|
+
z: 0
|
|
104
|
+
},
|
|
105
|
+
centerOfMassHeight: .05,
|
|
106
|
+
description: {
|
|
107
|
+
korean: "누운 자세",
|
|
108
|
+
english: "Supine position"
|
|
109
|
+
},
|
|
110
|
+
vulnerable: true
|
|
111
|
+
},
|
|
112
|
+
{
|
|
113
|
+
frame: 10,
|
|
114
|
+
torsoRotation: {
|
|
115
|
+
x: -.9,
|
|
116
|
+
y: 0,
|
|
117
|
+
z: 0
|
|
118
|
+
},
|
|
119
|
+
centerOfMassHeight: .3,
|
|
120
|
+
description: {
|
|
121
|
+
korean: "윗몸 일으키기",
|
|
122
|
+
english: "Sit-up motion"
|
|
123
|
+
},
|
|
124
|
+
vulnerable: true
|
|
125
|
+
},
|
|
126
|
+
{
|
|
127
|
+
frame: 22,
|
|
128
|
+
torsoRotation: {
|
|
129
|
+
x: .4,
|
|
130
|
+
y: 0,
|
|
131
|
+
z: 0
|
|
132
|
+
},
|
|
133
|
+
centerOfMassHeight: .4,
|
|
134
|
+
description: {
|
|
135
|
+
korean: "전방 구르기",
|
|
136
|
+
english: "Forward roll"
|
|
137
|
+
},
|
|
138
|
+
vulnerable: true
|
|
139
|
+
},
|
|
140
|
+
{
|
|
141
|
+
frame: 30,
|
|
142
|
+
torsoRotation: {
|
|
143
|
+
x: .2,
|
|
144
|
+
y: 0,
|
|
145
|
+
z: 0
|
|
146
|
+
},
|
|
147
|
+
centerOfMassHeight: .7,
|
|
148
|
+
description: {
|
|
149
|
+
korean: "발 디디고 일어서기",
|
|
150
|
+
english: "Feet planted, rising"
|
|
151
|
+
},
|
|
152
|
+
vulnerable: false
|
|
153
|
+
},
|
|
154
|
+
{
|
|
155
|
+
frame: 35,
|
|
156
|
+
torsoRotation: {
|
|
157
|
+
x: 0,
|
|
158
|
+
y: 0,
|
|
159
|
+
z: 0
|
|
160
|
+
},
|
|
161
|
+
centerOfMassHeight: .9,
|
|
162
|
+
description: {
|
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163
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+
korean: "서 있는 자세",
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164
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english: "Standing stance"
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165
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},
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166
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vulnerable: false
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+
}
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168
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+
];
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169
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+
/**
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170
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+
* Roll recovery keyframes (회전기상)
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171
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*
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172
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+
* 24 frames (400ms) sequence - FAST recovery
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173
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* - Frames 0-6: Roll to side, momentum building
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174
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+
* - Frames 7-14: Spring to feet with explosive movement
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175
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+
* - Frames 15-18: Quick stance (vulnerable)
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176
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+
* - Frames 19-23: Combat ready (interruptible)
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177
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+
*
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178
|
+
* Costs 20 stamina for speed advantage.
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179
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+
*
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180
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* @korean 회전기상키프레임
|
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181
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+
*/
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182
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+
var RECOVERY_ROLL_KEYFRAMES = [
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183
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+
{
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+
frame: 0,
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+
torsoRotation: {
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x: 0,
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y: 1.57,
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z: 1.57
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},
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+
centerOfMassHeight: .05,
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+
description: {
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+
korean: "측면 자세",
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193
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english: "Side position"
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+
},
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vulnerable: true
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|
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+
},
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+
{
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|
+
frame: 6,
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199
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+
torsoRotation: {
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x: .3,
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201
|
+
y: .8,
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202
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z: .9
|
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|
+
},
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|
204
|
+
centerOfMassHeight: .25,
|
|
205
|
+
description: {
|
|
206
|
+
korean: "구르기 움직임",
|
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207
|
+
english: "Rolling motion"
|
|
208
|
+
},
|
|
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|
+
vulnerable: true
|
|
210
|
+
},
|
|
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|
+
{
|
|
212
|
+
frame: 14,
|
|
213
|
+
torsoRotation: {
|
|
214
|
+
x: .4,
|
|
215
|
+
y: 0,
|
|
216
|
+
z: 0
|
|
217
|
+
},
|
|
218
|
+
centerOfMassHeight: .6,
|
|
219
|
+
description: {
|
|
220
|
+
korean: "발로 튀어오르기",
|
|
221
|
+
english: "Spring to feet"
|
|
222
|
+
},
|
|
223
|
+
vulnerable: true
|
|
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|
+
},
|
|
225
|
+
{
|
|
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|
+
frame: 18,
|
|
227
|
+
torsoRotation: {
|
|
228
|
+
x: .1,
|
|
229
|
+
y: 0,
|
|
230
|
+
z: 0
|
|
231
|
+
},
|
|
232
|
+
centerOfMassHeight: .85,
|
|
233
|
+
description: {
|
|
234
|
+
korean: "빠른 자세",
|
|
235
|
+
english: "Quick stance"
|
|
236
|
+
},
|
|
237
|
+
vulnerable: false
|
|
238
|
+
},
|
|
239
|
+
{
|
|
240
|
+
frame: 23,
|
|
241
|
+
torsoRotation: {
|
|
242
|
+
x: 0,
|
|
243
|
+
y: 0,
|
|
244
|
+
z: 0
|
|
245
|
+
},
|
|
246
|
+
centerOfMassHeight: .9,
|
|
247
|
+
description: {
|
|
248
|
+
korean: "전투 준비",
|
|
249
|
+
english: "Combat ready"
|
|
250
|
+
},
|
|
251
|
+
vulnerable: false
|
|
252
|
+
}
|
|
253
|
+
];
|
|
254
|
+
/**
|
|
255
|
+
* Defensive getup keyframes (방어기상)
|
|
256
|
+
*
|
|
257
|
+
* 42 frames (700ms) sequence - SLOW but protected
|
|
258
|
+
* - Frames 0-14: Slow rise with arms guarding head/torso
|
|
259
|
+
* - Frames 15-28: Gradual stand with maintained guard
|
|
260
|
+
* - Frames 29-36: Stance formation with guard (50% damage reduction)
|
|
261
|
+
* - Frames 37-41: Ready stance (interruptible)
|
|
262
|
+
*
|
|
263
|
+
* Provides 50% damage reduction throughout animation.
|
|
264
|
+
*
|
|
265
|
+
* @korean 방어기상키프레임
|
|
266
|
+
*/
|
|
267
|
+
var RECOVERY_DEFENSIVE_KEYFRAMES = [
|
|
268
|
+
{
|
|
269
|
+
frame: 0,
|
|
270
|
+
torsoRotation: {
|
|
271
|
+
x: 1.2,
|
|
272
|
+
y: 0,
|
|
273
|
+
z: 0
|
|
274
|
+
},
|
|
275
|
+
centerOfMassHeight: .05,
|
|
276
|
+
description: {
|
|
277
|
+
korean: "지면에서 팔 올리기",
|
|
278
|
+
english: "Grounded, arms up"
|
|
279
|
+
},
|
|
280
|
+
vulnerable: true
|
|
281
|
+
},
|
|
282
|
+
{
|
|
283
|
+
frame: 14,
|
|
284
|
+
torsoRotation: {
|
|
285
|
+
x: .9,
|
|
286
|
+
y: 0,
|
|
287
|
+
z: 0
|
|
288
|
+
},
|
|
289
|
+
centerOfMassHeight: .3,
|
|
290
|
+
description: {
|
|
291
|
+
korean: "천천히 일어나며 방어",
|
|
292
|
+
english: "Slow rise, guarded"
|
|
293
|
+
},
|
|
294
|
+
vulnerable: true
|
|
295
|
+
},
|
|
296
|
+
{
|
|
297
|
+
frame: 28,
|
|
298
|
+
torsoRotation: {
|
|
299
|
+
x: .5,
|
|
300
|
+
y: 0,
|
|
301
|
+
z: 0
|
|
302
|
+
},
|
|
303
|
+
centerOfMassHeight: .6,
|
|
304
|
+
description: {
|
|
305
|
+
korean: "점차 서며 방어 유지",
|
|
306
|
+
english: "Gradual stand, guard up"
|
|
307
|
+
},
|
|
308
|
+
vulnerable: true
|
|
309
|
+
},
|
|
310
|
+
{
|
|
311
|
+
frame: 36,
|
|
312
|
+
torsoRotation: {
|
|
313
|
+
x: .2,
|
|
314
|
+
y: 0,
|
|
315
|
+
z: 0
|
|
316
|
+
},
|
|
317
|
+
centerOfMassHeight: .8,
|
|
318
|
+
description: {
|
|
319
|
+
korean: "자세 형성, 방어 상태",
|
|
320
|
+
english: "Stance formation, guarded"
|
|
321
|
+
},
|
|
322
|
+
vulnerable: false
|
|
323
|
+
},
|
|
324
|
+
{
|
|
325
|
+
frame: 41,
|
|
326
|
+
torsoRotation: {
|
|
327
|
+
x: 0,
|
|
328
|
+
y: 0,
|
|
329
|
+
z: 0
|
|
330
|
+
},
|
|
331
|
+
centerOfMassHeight: .9,
|
|
332
|
+
description: {
|
|
333
|
+
korean: "준비 자세",
|
|
334
|
+
english: "Ready stance"
|
|
335
|
+
},
|
|
336
|
+
vulnerable: false
|
|
337
|
+
}
|
|
338
|
+
];
|
|
339
|
+
/**
|
|
340
|
+
* Get keyframes for a specific recovery type
|
|
341
|
+
*
|
|
342
|
+
* @param recoveryType - Type of recovery animation
|
|
343
|
+
* @returns Array of keyframes for that recovery type
|
|
344
|
+
*
|
|
345
|
+
* @public
|
|
346
|
+
* @korean 기상키프레임가져오기
|
|
347
|
+
*/
|
|
348
|
+
function getRecoveryKeyframes(recoveryType) {
|
|
349
|
+
switch (recoveryType) {
|
|
350
|
+
case "prone_standup": return RECOVERY_PRONE_KEYFRAMES;
|
|
351
|
+
case "supine_standup": return RECOVERY_SUPINE_KEYFRAMES;
|
|
352
|
+
case "roll_recovery": return RECOVERY_ROLL_KEYFRAMES;
|
|
353
|
+
case "defensive_getup": return RECOVERY_DEFENSIVE_KEYFRAMES;
|
|
354
|
+
default: return RECOVERY_ROLL_KEYFRAMES;
|
|
355
|
+
}
|
|
356
|
+
}
|
|
357
|
+
/**
|
|
358
|
+
* Check if a frame in a recovery animation is vulnerable
|
|
359
|
+
*
|
|
360
|
+
* Vulnerability is determined by keyframe data. The last 6 frames
|
|
361
|
+
* of each recovery animation are interruptible and not vulnerable.
|
|
362
|
+
*
|
|
363
|
+
* @param recoveryType - Type of recovery animation
|
|
364
|
+
* @param frame - Current frame number (0-indexed)
|
|
365
|
+
* @returns True if player is vulnerable at this frame
|
|
366
|
+
*
|
|
367
|
+
* @public
|
|
368
|
+
* @korean 취약프레임확인
|
|
369
|
+
*/
|
|
370
|
+
function isVulnerableFrame(recoveryType, frame) {
|
|
371
|
+
const keyframes = getRecoveryKeyframes(recoveryType);
|
|
372
|
+
let currentKeyframe = keyframes[0];
|
|
373
|
+
for (const kf of keyframes) if (kf.frame <= frame) currentKeyframe = kf;
|
|
374
|
+
else break;
|
|
375
|
+
return currentKeyframe.vulnerable;
|
|
376
|
+
}
|
|
377
|
+
/**
|
|
378
|
+
* Determine appropriate recovery animation from ground state
|
|
379
|
+
*
|
|
380
|
+
* Uses ground state to select default recovery animation.
|
|
381
|
+
* Side positions default to roll recovery for dynamic movement.
|
|
382
|
+
*
|
|
383
|
+
* @param groundState - Current ground position
|
|
384
|
+
* @returns Default recovery animation type
|
|
385
|
+
*
|
|
386
|
+
* @example
|
|
387
|
+
* ```typescript
|
|
388
|
+
* const recoveryType = determineRecoveryType("prone");
|
|
389
|
+
* // Returns: "prone_standup"
|
|
390
|
+
*
|
|
391
|
+
* const sideRecovery = determineRecoveryType("side_left");
|
|
392
|
+
* // Returns: "roll_recovery" (default for side positions)
|
|
393
|
+
* ```
|
|
394
|
+
*
|
|
395
|
+
* @public
|
|
396
|
+
* @korean 기상유형결정
|
|
397
|
+
*/
|
|
398
|
+
function determineRecoveryType(groundState) {
|
|
399
|
+
return GROUND_STATE_TO_RECOVERY[groundState];
|
|
400
|
+
}
|
|
401
|
+
/**
|
|
402
|
+
* Get recovery animation state from recovery type
|
|
403
|
+
*
|
|
404
|
+
* @param recoveryType - Recovery animation type
|
|
405
|
+
* @returns Animation state name
|
|
406
|
+
*
|
|
407
|
+
* @public
|
|
408
|
+
* @korean 기상애니메이션상태
|
|
409
|
+
*/
|
|
410
|
+
function getRecoveryAnimationState(recoveryType) {
|
|
411
|
+
return RECOVERY_TYPE_TO_ANIMATION[recoveryType];
|
|
412
|
+
}
|
|
413
|
+
/**
|
|
414
|
+
* Recovery animation configurations
|
|
415
|
+
*
|
|
416
|
+
* Defines stamina costs, damage reduction, and vulnerability windows.
|
|
417
|
+
*
|
|
418
|
+
* @korean 기상설정맵
|
|
419
|
+
*/
|
|
420
|
+
var RECOVERY_CONFIGS = {
|
|
421
|
+
prone_standup: {
|
|
422
|
+
type: "prone_standup",
|
|
423
|
+
staminaCost: 0,
|
|
424
|
+
damageReduction: 0,
|
|
425
|
+
vulnerableFrames: 24,
|
|
426
|
+
interruptibleFrame: 24
|
|
427
|
+
},
|
|
428
|
+
supine_standup: {
|
|
429
|
+
type: "supine_standup",
|
|
430
|
+
staminaCost: 0,
|
|
431
|
+
damageReduction: 0,
|
|
432
|
+
vulnerableFrames: 30,
|
|
433
|
+
interruptibleFrame: 30
|
|
434
|
+
},
|
|
435
|
+
roll_recovery: {
|
|
436
|
+
type: "roll_recovery",
|
|
437
|
+
staminaCost: 20,
|
|
438
|
+
damageReduction: 0,
|
|
439
|
+
vulnerableFrames: 18,
|
|
440
|
+
interruptibleFrame: 18
|
|
441
|
+
},
|
|
442
|
+
defensive_getup: {
|
|
443
|
+
type: "defensive_getup",
|
|
444
|
+
staminaCost: 0,
|
|
445
|
+
damageReduction: .5,
|
|
446
|
+
vulnerableFrames: 36,
|
|
447
|
+
interruptibleFrame: 36
|
|
448
|
+
}
|
|
449
|
+
};
|
|
450
|
+
/**
|
|
451
|
+
* Get recovery configuration
|
|
452
|
+
*
|
|
453
|
+
* @param recoveryType - Recovery animation type
|
|
454
|
+
* @returns Recovery configuration
|
|
455
|
+
*
|
|
456
|
+
* @public
|
|
457
|
+
* @korean 기상설정가져오기
|
|
458
|
+
*/
|
|
459
|
+
function getRecoveryConfig(recoveryType) {
|
|
460
|
+
return RECOVERY_CONFIGS[recoveryType];
|
|
461
|
+
}
|
|
462
|
+
//#endregion
|
|
463
|
+
export { RECOVERY_CONFIGS, RECOVERY_DEFENSIVE_KEYFRAMES, RECOVERY_PRONE_KEYFRAMES, RECOVERY_ROLL_KEYFRAMES, RECOVERY_SUPINE_KEYFRAMES, determineRecoveryType, getRecoveryAnimationState, getRecoveryConfig, getRecoveryKeyframes, isVulnerableFrame };
|
|
464
|
+
|
|
465
|
+
//# sourceMappingURL=RecoveryAnimations.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"RecoveryAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/RecoveryAnimations.ts"],"sourcesContent":["/**\n * Recovery Animation System for Black Trigram\n *\n * Implements realistic recovery animations for standing up from fallen states.\n * Based on Korean martial arts recovery techniques (기상 - Gisang).\n *\n * @module systems/animation/RecoveryAnimations\n * @category Animation\n * @korean 기상애니메이션\n */\n\nimport type { GroundState, RecoveryAnimationType } from \"../core/types\";\nimport {\n GROUND_STATE_TO_RECOVERY,\n RECOVERY_TYPE_TO_ANIMATION,\n} from \"../core/types\";\n\n/**\n * Recovery animation keyframe data structure\n *\n * Defines key poses during recovery animations for skeletal rendering.\n * Each keyframe specifies body positions at critical moments.\n *\n * @korean 기상키프레임\n */\nexport interface RecoveryKeyframe {\n /** Frame number (0-indexed) */\n readonly frame: number;\n\n /** Torso rotation (radians) */\n readonly torsoRotation: { x: number; y: number; z: number };\n\n /** Center of mass vertical position (0-1, 1=standing, 0=ground) */\n readonly centerOfMassHeight: number;\n\n /** Description of this keyframe */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n\n /** Whether player is vulnerable at this frame */\n readonly vulnerable: boolean;\n}\n\n/**\n * Prone stand-up keyframes (엎드린 기상)\n *\n * 30 frames (500ms) sequence:\n * - Frames 0-8: Push up with hands, torso lifts\n * - Frames 9-18: Legs swing under body, kneeling position\n * - Frames 19-24: Rise from kneeling to standing (vulnerable)\n * - Frames 25-29: Final stance adjustment (interruptible)\n *\n * @korean 엎드린기상키프레임\n */\nexport const RECOVERY_PRONE_KEYFRAMES: readonly RecoveryKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 1.57, y: 0, z: 0 }, // Face down (90° forward)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"엎드린 자세\",\n english: \"Prone position\",\n },\n vulnerable: true,\n },\n {\n frame: 8,\n torsoRotation: { x: 1.2, y: 0, z: 0 }, // Hands pushing, torso lifting\n centerOfMassHeight: 0.2,\n description: {\n korean: \"손으로 밀어 올리기\",\n english: \"Hands push up torso\",\n },\n vulnerable: true,\n },\n {\n frame: 18,\n torsoRotation: { x: 0.7, y: 0, z: 0 }, // Kneeling position\n centerOfMassHeight: 0.5,\n description: {\n korean: \"무릎 꿇기\",\n english: \"Kneeling position\",\n },\n vulnerable: true,\n },\n {\n frame: 24,\n torsoRotation: { x: 0.2, y: 0, z: 0 }, // Rising to standing\n centerOfMassHeight: 0.75,\n description: {\n korean: \"일어서기\",\n english: \"Rising to standing\",\n },\n vulnerable: false, // Last 6 frames (24-30) entering safe zone\n },\n {\n frame: 29,\n torsoRotation: { x: 0, y: 0, z: 0 }, // Standing (interruptible)\n centerOfMassHeight: 0.9,\n description: {\n korean: \"서 있는 자세\",\n english: \"Standing stance\",\n },\n vulnerable: false, // Last 6 frames (25-30) are not vulnerable\n },\n] as const;\n\n/**\n * Supine stand-up keyframes (누운 기상)\n *\n * 36 frames (600ms) sequence:\n * - Frames 0-10: Abs crunch sit-up motion\n * - Frames 11-22: Forward roll onto feet\n * - Frames 23-30: Feet plant, rise to standing (vulnerable)\n * - Frames 31-35: Final stance adjustment (interruptible)\n *\n * @korean 누운기상키프레임\n */\nexport const RECOVERY_SUPINE_KEYFRAMES: readonly RecoveryKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: -1.57, y: 0, z: 0 }, // Face up (90° back)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"누운 자세\",\n english: \"Supine position\",\n },\n vulnerable: true,\n },\n {\n frame: 10,\n torsoRotation: { x: -0.9, y: 0, z: 0 }, // Sit-up motion\n centerOfMassHeight: 0.3,\n description: {\n korean: \"윗몸 일으키기\",\n english: \"Sit-up motion\",\n },\n vulnerable: true,\n },\n {\n frame: 22,\n torsoRotation: { x: 0.4, y: 0, z: 0 }, // Forward roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"전방 구르기\",\n english: \"Forward roll\",\n },\n vulnerable: true,\n },\n {\n frame: 30,\n torsoRotation: { x: 0.2, y: 0, z: 0 }, // Feet planted, rising\n centerOfMassHeight: 0.7,\n description: {\n korean: \"발 디디고 일어서기\",\n english: \"Feet planted, rising\",\n },\n vulnerable: false, // Last 6 frames (30-36) entering safe zone\n },\n {\n frame: 35,\n torsoRotation: { x: 0, y: 0, z: 0 }, // Standing (interruptible)\n centerOfMassHeight: 0.9,\n description: {\n korean: \"서 있는 자세\",\n english: \"Standing stance\",\n },\n vulnerable: false, // Last 6 frames (30-36) are not vulnerable\n },\n] as const;\n\n/**\n * Roll recovery keyframes (회전기상)\n *\n * 24 frames (400ms) sequence - FAST recovery\n * - Frames 0-6: Roll to side, momentum building\n * - Frames 7-14: Spring to feet with explosive movement\n * - Frames 15-18: Quick stance (vulnerable)\n * - Frames 19-23: Combat ready (interruptible)\n *\n * Costs 20 stamina for speed advantage.\n *\n * @korean 회전기상키프레임\n */\nexport const RECOVERY_ROLL_KEYFRAMES: readonly RecoveryKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 1.57, z: 1.57 }, // Side position (90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"측면 자세\",\n english: \"Side position\",\n },\n vulnerable: true,\n },\n {\n frame: 6,\n torsoRotation: { x: 0.3, y: 0.8, z: 0.9 }, // Rolling motion\n centerOfMassHeight: 0.25,\n description: {\n korean: \"구르기 움직임\",\n english: \"Rolling motion\",\n },\n vulnerable: true,\n },\n {\n frame: 14,\n torsoRotation: { x: 0.4, y: 0, z: 0 }, // Springing to feet\n centerOfMassHeight: 0.6,\n description: {\n korean: \"발로 튀어오르기\",\n english: \"Spring to feet\",\n },\n vulnerable: true,\n },\n {\n frame: 18,\n torsoRotation: { x: 0.1, y: 0, z: 0 }, // Quick stance\n centerOfMassHeight: 0.85,\n description: {\n korean: \"빠른 자세\",\n english: \"Quick stance\",\n },\n vulnerable: false, // Last 6 frames (18-24) entering safe zone\n },\n {\n frame: 23,\n torsoRotation: { x: 0, y: 0, z: 0 }, // Combat ready (interruptible)\n centerOfMassHeight: 0.9,\n description: {\n korean: \"전투 준비\",\n english: \"Combat ready\",\n },\n vulnerable: false, // Last 6 frames (18-24) are not vulnerable\n },\n] as const;\n\n/**\n * Defensive getup keyframes (방어기상)\n *\n * 42 frames (700ms) sequence - SLOW but protected\n * - Frames 0-14: Slow rise with arms guarding head/torso\n * - Frames 15-28: Gradual stand with maintained guard\n * - Frames 29-36: Stance formation with guard (50% damage reduction)\n * - Frames 37-41: Ready stance (interruptible)\n *\n * Provides 50% damage reduction throughout animation.\n *\n * @korean 방어기상키프레임\n */\nexport const RECOVERY_DEFENSIVE_KEYFRAMES: readonly RecoveryKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 1.2, y: 0, z: 0 }, // Grounded, arms up\n centerOfMassHeight: 0.05,\n description: {\n korean: \"지면에서 팔 올리기\",\n english: \"Grounded, arms up\",\n },\n vulnerable: true, // 50% damage reduction applies\n },\n {\n frame: 14,\n torsoRotation: { x: 0.9, y: 0, z: 0 }, // Slow rise, guard maintained\n centerOfMassHeight: 0.3,\n description: {\n korean: \"천천히 일어나며 방어\",\n english: \"Slow rise, guarded\",\n },\n vulnerable: true, // 50% damage reduction applies\n },\n {\n frame: 28,\n torsoRotation: { x: 0.5, y: 0, z: 0 }, // Gradual stand, guard up\n centerOfMassHeight: 0.6,\n description: {\n korean: \"점차 서며 방어 유지\",\n english: \"Gradual stand, guard up\",\n },\n vulnerable: true, // 50% damage reduction applies\n },\n {\n frame: 36,\n torsoRotation: { x: 0.2, y: 0, z: 0 }, // Stance formation, guarded\n centerOfMassHeight: 0.8,\n description: {\n korean: \"자세 형성, 방어 상태\",\n english: \"Stance formation, guarded\",\n },\n vulnerable: false, // Last 6 frames (36-42) entering safe zone (still 50% reduction)\n },\n {\n frame: 41,\n torsoRotation: { x: 0, y: 0, z: 0 }, // Ready stance (interruptible)\n centerOfMassHeight: 0.9,\n description: {\n korean: \"준비 자세\",\n english: \"Ready stance\",\n },\n vulnerable: false, // Last 6 frames (36-42) are not vulnerable\n },\n] as const;\n\n/**\n * Get keyframes for a specific recovery type\n *\n * @param recoveryType - Type of recovery animation\n * @returns Array of keyframes for that recovery type\n *\n * @public\n * @korean 기상키프레임가져오기\n */\nexport function getRecoveryKeyframes(\n recoveryType: RecoveryAnimationType\n): readonly RecoveryKeyframe[] {\n switch (recoveryType) {\n case \"prone_standup\":\n return RECOVERY_PRONE_KEYFRAMES;\n case \"supine_standup\":\n return RECOVERY_SUPINE_KEYFRAMES;\n case \"roll_recovery\":\n return RECOVERY_ROLL_KEYFRAMES;\n case \"defensive_getup\":\n return RECOVERY_DEFENSIVE_KEYFRAMES;\n default:\n return RECOVERY_ROLL_KEYFRAMES;\n }\n}\n\n/**\n * Check if a frame in a recovery animation is vulnerable\n *\n * Vulnerability is determined by keyframe data. The last 6 frames\n * of each recovery animation are interruptible and not vulnerable.\n *\n * @param recoveryType - Type of recovery animation\n * @param frame - Current frame number (0-indexed)\n * @returns True if player is vulnerable at this frame\n *\n * @public\n * @korean 취약프레임확인\n */\nexport function isVulnerableFrame(\n recoveryType: RecoveryAnimationType,\n frame: number\n): boolean {\n const keyframes = getRecoveryKeyframes(recoveryType);\n\n // Find the keyframe for this frame or the previous keyframe\n let currentKeyframe = keyframes[0];\n for (const kf of keyframes) {\n if (kf.frame <= frame) {\n currentKeyframe = kf;\n } else {\n break;\n }\n }\n\n return currentKeyframe.vulnerable;\n}\n\n/**\n * Determine appropriate recovery animation from ground state\n *\n * Uses ground state to select default recovery animation.\n * Side positions default to roll recovery for dynamic movement.\n *\n * @param groundState - Current ground position\n * @returns Default recovery animation type\n *\n * @example\n * ```typescript\n * const recoveryType = determineRecoveryType(\"prone\");\n * // Returns: \"prone_standup\"\n *\n * const sideRecovery = determineRecoveryType(\"side_left\");\n * // Returns: \"roll_recovery\" (default for side positions)\n * ```\n *\n * @public\n * @korean 기상유형결정\n */\nexport function determineRecoveryType(\n groundState: GroundState\n): RecoveryAnimationType {\n return GROUND_STATE_TO_RECOVERY[groundState];\n}\n\n/**\n * Get recovery animation state from recovery type\n *\n * @param recoveryType - Recovery animation type\n * @returns Animation state name\n *\n * @public\n * @korean 기상애니메이션상태\n */\nexport function getRecoveryAnimationState(\n recoveryType: RecoveryAnimationType\n): string {\n return RECOVERY_TYPE_TO_ANIMATION[recoveryType];\n}\n\n/**\n * Recovery animation configuration\n *\n * Additional properties for recovery animations beyond base AnimationConfig.\n *\n * @korean 기상설정\n */\nexport interface RecoveryConfig {\n /** Recovery animation type */\n readonly type: RecoveryAnimationType;\n\n /** Stamina cost to execute (0 for normal recoveries) */\n readonly staminaCost: number;\n\n /** Damage reduction percentage during animation (0-1) */\n readonly damageReduction: number;\n\n /** Number of initial vulnerable frames (first N frames are vulnerable to damage) */\n readonly vulnerableFrames: number;\n\n /** Frame when player becomes interruptible (last 6 frames typically) */\n readonly interruptibleFrame: number;\n}\n\n/**\n * Recovery animation configurations\n *\n * Defines stamina costs, damage reduction, and vulnerability windows.\n *\n * @korean 기상설정맵\n */\nexport const RECOVERY_CONFIGS: Record<RecoveryAnimationType, RecoveryConfig> = {\n prone_standup: {\n type: \"prone_standup\",\n staminaCost: 0,\n damageReduction: 0,\n vulnerableFrames: 24, // Vulnerable for first 24 frames (80%)\n interruptibleFrame: 24, // Last 6 frames (25-30) are interruptible\n },\n supine_standup: {\n type: \"supine_standup\",\n staminaCost: 0,\n damageReduction: 0,\n vulnerableFrames: 30, // Vulnerable for first 30 frames (83%)\n interruptibleFrame: 30, // Last 6 frames (30-36) are interruptible\n },\n roll_recovery: {\n type: \"roll_recovery\",\n staminaCost: 20, // Costs stamina for speed\n damageReduction: 0,\n vulnerableFrames: 18, // Vulnerable for first 18 frames (75%)\n interruptibleFrame: 18, // Last 6 frames (18-24) are interruptible\n },\n defensive_getup: {\n type: \"defensive_getup\",\n staminaCost: 0,\n damageReduction: 0.5, // 50% damage reduction throughout\n vulnerableFrames: 36, // Vulnerable for first 36 frames (86%)\n interruptibleFrame: 36, // Last 6 frames (36-42) are interruptible\n },\n};\n\n/**\n * Get recovery configuration\n *\n * @param recoveryType - 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