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 { TrigramStance } from "../../../types/common.js";
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//#region src/systems/animation/catalogs/StanceAttackAnimations.ts
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/**
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* Stance-specific attack animations for Eight Trigram combat system
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* Implements 24 unique attack animations (3 per stance) based on Korean martial arts
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* and I Ching philosophy. Each stance has 3 attack variations that reflect its
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* fundamental nature and combat characteristics.
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*
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* Coverage:
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* - 8 stances × 3 attack moves = 24 attack animations
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* - Bone-breaking strikes, joint manipulations, nerve strikes, and more
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* - Integration with existing AnimationStateMachine
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*
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* @module systems/animation/StanceAttackAnimations
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* @category Animation
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*/
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/**
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* ☰ 건 (Geon) - Heaven Attack 1: Bone-Breaking Strike (뼈부러뜨리기 1)
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*
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* Powerful overhead descending strike targeting collarbone or shoulder.
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* - Segmented spine rotation (척추분절회전) for realistic torso twist
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* Duration: 350ms
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*
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*/
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var GEON_BONE_BREAKING_STRIKE_1 = {
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name: "geon_bone_breaking_strike_1",
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koreanName: "건 뼈부러뜨리기 1",
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duration: .35,
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loop: false,
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type: "attack",
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{
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easing: "ease-out",
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boneRotations: new Map([
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[BoneName.SHOULDER_R, new THREE.Euler(-1.2, -.3, -.5, "XYZ")],
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[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
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[BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, .1, "XYZ")],
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[BoneName.SPINE_MIDDLE, new THREE.Euler(0, -.3, 0, "XYZ")],
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51
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+
[BoneName.SPINE_LOWER, new THREE.Euler(0, -.2, -.1, "XYZ")],
|
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52
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+
[BoneName.PELVIS, new THREE.Euler(-.1, -.3, 0, "XYZ")],
|
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53
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+
[BoneName.HIP_R, new THREE.Euler(0, -.2, 0, "XYZ")]
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+
]),
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55
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+
bonePositions: /* @__PURE__ */ new Map()
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56
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+
},
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57
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{
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58
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time: .18,
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59
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+
easing: "linear",
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60
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boneRotations: new Map([
|
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61
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[BoneName.SHOULDER_R, new THREE.Euler(.8, -.2, .7, "XYZ")],
|
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62
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[BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
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63
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[BoneName.SPINE_UPPER, new THREE.Euler(.2, .5, -.1, "XYZ")],
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64
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+
[BoneName.SPINE_MIDDLE, new THREE.Euler(.15, .4, 0, "XYZ")],
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65
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[BoneName.SPINE_LOWER, new THREE.Euler(.1, .3, .05, "XYZ")],
|
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66
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+
[BoneName.PELVIS, new THREE.Euler(.1, .5, 0, "XYZ")],
|
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67
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[BoneName.HIP_R, new THREE.Euler(0, .3, 0, "XYZ")],
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68
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[BoneName.HIP_L, new THREE.Euler(0, .1, 0, "XYZ")]
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+
]),
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70
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bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
|
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71
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+
},
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72
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{
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73
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time: .35,
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74
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+
easing: "ease-in",
|
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75
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+
boneRotations: new Map([
|
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76
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[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")],
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77
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[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
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78
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[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
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79
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+
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
|
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80
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+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
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81
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+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
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82
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+
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
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83
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[BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")]
|
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84
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+
]),
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85
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+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
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+
}
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+
]
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88
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+
};
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89
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+
/**
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90
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+
* ☰ 건 (Geon) - Heaven Attack 2: Thunderous Uppercut (천둥어퍼컷)
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91
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+
*
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92
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+
* Rising strike targeting jaw or solar plexus with explosive upward force.
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93
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* Uses leg drive and hip rotation for maximum power.
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94
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*
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95
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* Enhanced with PR #1132 mobility improvements:
|
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96
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* - Strong hip rotation (골반회전) for upward power generation
|
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97
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* - Knee drive (무릎밀어올림) for explosive leg power
|
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98
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+
* - Spinal extension (척추확장) for upward trajectory
|
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+
*
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100
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* Duration: 300ms
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*
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102
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* @korean 건천둥어퍼컷
|
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103
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+
*/
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104
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var GEON_THUNDEROUS_UPPERCUT = {
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105
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name: "geon_thunderous_uppercut",
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106
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koreanName: "건 천둥어퍼컷",
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107
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+
duration: .3,
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108
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loop: false,
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109
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+
type: "attack",
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110
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+
keyframes: [
|
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111
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+
{
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112
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time: 0,
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113
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easing: "ease-out",
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114
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boneRotations: new Map([
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115
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[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .8, "XYZ")],
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116
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[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
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117
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[BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
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118
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[BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")],
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119
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[BoneName.HIP_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
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120
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[BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
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121
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+
[BoneName.SPINE_LOWER, new THREE.Euler(-.15, -.2, 0, "XYZ")],
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122
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[BoneName.SPINE_MIDDLE, new THREE.Euler(-.1, -.1, 0, "XYZ")],
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123
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[BoneName.SPINE_UPPER, new THREE.Euler(-.05, 0, 0, "XYZ")],
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124
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[BoneName.PELVIS, new THREE.Euler(-.2, -.3, 0, "XYZ")]
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+
]),
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126
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bonePositions: /* @__PURE__ */ new Map()
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127
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+
},
|
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128
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+
{
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129
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time: .15,
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easing: "linear",
|
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131
|
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boneRotations: new Map([
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132
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[BoneName.SHOULDER_L, new THREE.Euler(-.8, .3, .5, "XYZ")],
|
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133
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+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
|
|
134
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+
[BoneName.KNEE_L, new THREE.Euler(-.1, 0, 0, "XYZ")],
|
|
135
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+
[BoneName.KNEE_R, new THREE.Euler(-.1, 0, 0, "XYZ")],
|
|
136
|
+
[BoneName.HIP_L, new THREE.Euler(.1, .2, 0, "XYZ")],
|
|
137
|
+
[BoneName.HIP_R, new THREE.Euler(.1, .2, 0, "XYZ")],
|
|
138
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(-.2, .4, 0, "XYZ")],
|
|
139
|
+
[BoneName.SPINE_MIDDLE, new THREE.Euler(-.15, .3, 0, "XYZ")],
|
|
140
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(-.1, .2, 0, "XYZ")],
|
|
141
|
+
[BoneName.PELVIS, new THREE.Euler(0, .5, 0, "XYZ")]
|
|
142
|
+
]),
|
|
143
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .6, .5)]])
|
|
144
|
+
},
|
|
145
|
+
{
|
|
146
|
+
time: .3,
|
|
147
|
+
easing: "ease-in",
|
|
148
|
+
boneRotations: new Map([
|
|
149
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.4, .2, .3, "XYZ")],
|
|
150
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
151
|
+
[BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
152
|
+
[BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
153
|
+
[BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
154
|
+
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
155
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
156
|
+
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
157
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
158
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
159
|
+
]),
|
|
160
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
161
|
+
}
|
|
162
|
+
]
|
|
163
|
+
};
|
|
164
|
+
/**
|
|
165
|
+
* ☰ 건 (Geon) - Heaven Attack 3: Crushing Elbow (파괴팔꿈치)
|
|
166
|
+
*
|
|
167
|
+
* Horizontal elbow strike with full torso rotation.
|
|
168
|
+
* Targets temple, jaw, or ribs with overwhelming force.
|
|
169
|
+
*
|
|
170
|
+
* Duration: 280ms
|
|
171
|
+
*
|
|
172
|
+
* @korean 건파괴팔꿈치
|
|
173
|
+
*/
|
|
174
|
+
var GEON_CRUSHING_ELBOW = {
|
|
175
|
+
name: "geon_crushing_elbow",
|
|
176
|
+
koreanName: "건 파괴팔꿈치",
|
|
177
|
+
duration: .28,
|
|
178
|
+
loop: false,
|
|
179
|
+
type: "attack",
|
|
180
|
+
keyframes: [
|
|
181
|
+
{
|
|
182
|
+
time: 0,
|
|
183
|
+
easing: "ease-out",
|
|
184
|
+
boneRotations: new Map([
|
|
185
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
|
|
186
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
|
|
187
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.8, 0, "XYZ")]
|
|
188
|
+
]),
|
|
189
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
190
|
+
},
|
|
191
|
+
{
|
|
192
|
+
time: .14,
|
|
193
|
+
easing: "linear",
|
|
194
|
+
boneRotations: new Map([
|
|
195
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, .5, .3, "XYZ")],
|
|
196
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.1, "XYZ")],
|
|
197
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .9, 0, "XYZ")],
|
|
198
|
+
[BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
|
|
199
|
+
]),
|
|
200
|
+
bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, .7)]])
|
|
201
|
+
},
|
|
202
|
+
{
|
|
203
|
+
time: .28,
|
|
204
|
+
easing: "ease-in",
|
|
205
|
+
boneRotations: new Map([
|
|
206
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.9, -.6, "XYZ")],
|
|
207
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
|
|
208
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
209
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
210
|
+
]),
|
|
211
|
+
bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]])
|
|
212
|
+
}
|
|
213
|
+
]
|
|
214
|
+
};
|
|
215
|
+
/**
|
|
216
|
+
* ☱ 태 (Tae) - Lake Attack 1: Wrist Lock Strike (손목꺾기타격)
|
|
217
|
+
*
|
|
218
|
+
* Circular grabbing motion targeting opponent's wrist for control.
|
|
219
|
+
* Fluid transition from strike to lock.
|
|
220
|
+
*
|
|
221
|
+
* Duration: 320ms
|
|
222
|
+
*
|
|
223
|
+
* @korean 태손목꺾기타격
|
|
224
|
+
*/
|
|
225
|
+
var TAE_WRIST_LOCK_STRIKE = {
|
|
226
|
+
name: "tae_wrist_lock_strike",
|
|
227
|
+
koreanName: "태 손목꺾기타격",
|
|
228
|
+
duration: .32,
|
|
229
|
+
loop: false,
|
|
230
|
+
type: "attack",
|
|
231
|
+
keyframes: [
|
|
232
|
+
{
|
|
233
|
+
time: 0,
|
|
234
|
+
easing: "ease-out",
|
|
235
|
+
boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]]),
|
|
236
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
237
|
+
},
|
|
238
|
+
{
|
|
239
|
+
time: .16,
|
|
240
|
+
easing: "linear",
|
|
241
|
+
boneRotations: new Map([
|
|
242
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, 1, .8, "XYZ")],
|
|
243
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
|
|
244
|
+
[BoneName.WRIST_L, new THREE.Euler(.4, .6, 0, "XYZ")],
|
|
245
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
|
|
246
|
+
]),
|
|
247
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
|
|
248
|
+
},
|
|
249
|
+
{
|
|
250
|
+
time: .32,
|
|
251
|
+
easing: "ease-in",
|
|
252
|
+
boneRotations: new Map([
|
|
253
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .5, "XYZ")],
|
|
254
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
255
|
+
[BoneName.WRIST_L, new THREE.Euler(.6, .8, 0, "XYZ")],
|
|
256
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
257
|
+
]),
|
|
258
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
259
|
+
}
|
|
260
|
+
]
|
|
261
|
+
};
|
|
262
|
+
/**
|
|
263
|
+
* ☱ 태 (Tae) - Lake Attack 2: Flowing Arm Bar (유수팔걸이)
|
|
264
|
+
*
|
|
265
|
+
* Circular arm control transitioning into hyperextension.
|
|
266
|
+
* Uses opponent's resistance against them.
|
|
267
|
+
*
|
|
268
|
+
* Duration: 380ms
|
|
269
|
+
*
|
|
270
|
+
* @korean 태유수팔걸이
|
|
271
|
+
*/
|
|
272
|
+
var TAE_FLOWING_ARM_BAR = {
|
|
273
|
+
name: "tae_flowing_arm_bar",
|
|
274
|
+
koreanName: "태 유수팔걸이",
|
|
275
|
+
duration: .38,
|
|
276
|
+
loop: false,
|
|
277
|
+
type: "attack",
|
|
278
|
+
keyframes: [
|
|
279
|
+
{
|
|
280
|
+
time: 0,
|
|
281
|
+
easing: "ease-out",
|
|
282
|
+
boneRotations: new Map([
|
|
283
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
|
|
284
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .6, "XYZ")],
|
|
285
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
|
|
286
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.7, "XYZ")]
|
|
287
|
+
]),
|
|
288
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
289
|
+
},
|
|
290
|
+
{
|
|
291
|
+
time: .19,
|
|
292
|
+
easing: "linear",
|
|
293
|
+
boneRotations: new Map([
|
|
294
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, .8, .7, "XYZ")],
|
|
295
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
296
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.4, .9, .8, "XYZ")],
|
|
297
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
|
|
298
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .5, 0, "XYZ")]
|
|
299
|
+
]),
|
|
300
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
|
|
301
|
+
},
|
|
302
|
+
{
|
|
303
|
+
time: .38,
|
|
304
|
+
easing: "ease-in",
|
|
305
|
+
boneRotations: new Map([
|
|
306
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.7, -.4, "XYZ")],
|
|
307
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
308
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .6, "XYZ")],
|
|
309
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
|
|
310
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
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311
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+
]),
|
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312
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+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
313
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+
}
|
|
314
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+
]
|
|
315
|
+
};
|
|
316
|
+
/**
|
|
317
|
+
* ☱ 태 (Tae) - Lake Attack 3: Spiral Shoulder Throw (회오리어깨던지기)
|
|
318
|
+
*
|
|
319
|
+
* Rotating throw using circular hip and shoulder movement.
|
|
320
|
+
* Fluid transition from contact to off-balance.
|
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321
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+
*
|
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322
|
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* Duration: 400ms
|
|
323
|
+
*
|
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324
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+
* @korean 태회오리어깨던지기
|
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325
|
+
*/
|
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326
|
+
var TAE_SPIRAL_SHOULDER_THROW = {
|
|
327
|
+
name: "tae_spiral_shoulder_throw",
|
|
328
|
+
koreanName: "태 회오리어깨던지기",
|
|
329
|
+
duration: .4,
|
|
330
|
+
loop: false,
|
|
331
|
+
type: "attack",
|
|
332
|
+
keyframes: [
|
|
333
|
+
{
|
|
334
|
+
time: 0,
|
|
335
|
+
easing: "ease-out",
|
|
336
|
+
boneRotations: new Map([
|
|
337
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
338
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
339
|
+
[BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
340
|
+
]),
|
|
341
|
+
bonePositions: /* @__PURE__ */ new Map()
|
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342
|
+
},
|
|
343
|
+
{
|
|
344
|
+
time: .15,
|
|
345
|
+
easing: "linear",
|
|
346
|
+
boneRotations: new Map([
|
|
347
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.2, .8, .6, "XYZ")],
|
|
348
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
|
|
349
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.2, .6, 0, "XYZ")],
|
|
350
|
+
[BoneName.PELVIS, new THREE.Euler(.1, .7, 0, "XYZ")],
|
|
351
|
+
[BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
|
|
352
|
+
[BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")]
|
|
353
|
+
]),
|
|
354
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
355
|
+
},
|
|
356
|
+
{
|
|
357
|
+
time: .28,
|
|
358
|
+
easing: "linear",
|
|
359
|
+
boneRotations: new Map([
|
|
360
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.5, 1.2, .9, "XYZ")],
|
|
361
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.3, 1, 0, "XYZ")],
|
|
362
|
+
[BoneName.PELVIS, new THREE.Euler(.15, 1.1, 0, "XYZ")]
|
|
363
|
+
]),
|
|
364
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
365
|
+
},
|
|
366
|
+
{
|
|
367
|
+
time: .4,
|
|
368
|
+
easing: "ease-in",
|
|
369
|
+
boneRotations: new Map([
|
|
370
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
371
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
372
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
373
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
374
|
+
[BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")],
|
|
375
|
+
[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")]
|
|
376
|
+
]),
|
|
377
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
378
|
+
}
|
|
379
|
+
]
|
|
380
|
+
};
|
|
381
|
+
/**
|
|
382
|
+
* ☲ 리 (Li) - Fire Attack 1: Burning Finger Strike (화염지창 1)
|
|
383
|
+
*
|
|
384
|
+
* Precise fingertip strike targeting pressure points on neck or temple.
|
|
385
|
+
* Lightning-fast extension with pinpoint accuracy.
|
|
386
|
+
*
|
|
387
|
+
* Duration: 250ms
|
|
388
|
+
*
|
|
389
|
+
* @korean 리화염지창1
|
|
390
|
+
*/
|
|
391
|
+
var LI_BURNING_FINGER_STRIKE_1 = {
|
|
392
|
+
name: "li_burning_finger_strike_1",
|
|
393
|
+
koreanName: "리 화염지창 1",
|
|
394
|
+
duration: .25,
|
|
395
|
+
loop: false,
|
|
396
|
+
type: "attack",
|
|
397
|
+
keyframes: [
|
|
398
|
+
{
|
|
399
|
+
time: 0,
|
|
400
|
+
easing: "linear",
|
|
401
|
+
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")]]),
|
|
402
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
403
|
+
},
|
|
404
|
+
{
|
|
405
|
+
time: .12,
|
|
406
|
+
easing: "ease-out",
|
|
407
|
+
boneRotations: new Map([
|
|
408
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, .3, "XYZ")],
|
|
409
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
|
|
410
|
+
[BoneName.WRIST_R, new THREE.Euler(.1, -.3, 0, "XYZ")]
|
|
411
|
+
]),
|
|
412
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
413
|
+
},
|
|
414
|
+
{
|
|
415
|
+
time: .25,
|
|
416
|
+
easing: "ease-in",
|
|
417
|
+
boneRotations: new Map([
|
|
418
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.6, -.5, "XYZ")],
|
|
419
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
420
|
+
[BoneName.WRIST_R, new THREE.Euler(.1, -.1, 0, "XYZ")]
|
|
421
|
+
]),
|
|
422
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
423
|
+
}
|
|
424
|
+
]
|
|
425
|
+
};
|
|
426
|
+
/**
|
|
427
|
+
* ☲ 리 (Li) - Fire Attack 2: Solar Plexus Spear (태양신경총창)
|
|
428
|
+
*
|
|
429
|
+
* Precise thrust targeting solar plexus with rigid fingers.
|
|
430
|
+
* Targets nerve cluster for breath disruption.
|
|
431
|
+
*
|
|
432
|
+
* Duration: 260ms
|
|
433
|
+
*
|
|
434
|
+
* @korean 리태양신경총창
|
|
435
|
+
*/
|
|
436
|
+
var LI_SOLAR_PLEXUS_SPEAR = {
|
|
437
|
+
name: "li_solar_plexus_spear",
|
|
438
|
+
koreanName: "리 태양신경총창",
|
|
439
|
+
duration: .26,
|
|
440
|
+
loop: false,
|
|
441
|
+
type: "attack",
|
|
442
|
+
keyframes: [
|
|
443
|
+
{
|
|
444
|
+
time: 0,
|
|
445
|
+
easing: "linear",
|
|
446
|
+
boneRotations: new Map([
|
|
447
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
|
|
448
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
|
|
449
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
|
|
450
|
+
]),
|
|
451
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
452
|
+
},
|
|
453
|
+
{
|
|
454
|
+
time: .13,
|
|
455
|
+
easing: "ease-out",
|
|
456
|
+
boneRotations: new Map([
|
|
457
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.1, .3, .2, "XYZ")],
|
|
458
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
459
|
+
[BoneName.WRIST_L, new THREE.Euler(.15, .25, 0, "XYZ")],
|
|
460
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
461
|
+
]),
|
|
462
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
|
|
463
|
+
},
|
|
464
|
+
{
|
|
465
|
+
time: .26,
|
|
466
|
+
easing: "ease-in",
|
|
467
|
+
boneRotations: new Map([
|
|
468
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .7, .6, "XYZ")],
|
|
469
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
470
|
+
[BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")],
|
|
471
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
472
|
+
]),
|
|
473
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
474
|
+
}
|
|
475
|
+
]
|
|
476
|
+
};
|
|
477
|
+
/**
|
|
478
|
+
* ☲ 리 (Li) - Fire Attack 3: Phoenix Eye Strike (봉안권)
|
|
479
|
+
*
|
|
480
|
+
* Single-knuckle punch targeting vital points on face or throat.
|
|
481
|
+
* Concentrated force through one extended knuckle.
|
|
482
|
+
*
|
|
483
|
+
* Duration: 240ms
|
|
484
|
+
*
|
|
485
|
+
* @korean 리봉안권
|
|
486
|
+
*/
|
|
487
|
+
var LI_PHOENIX_EYE_STRIKE = {
|
|
488
|
+
name: "li_phoenix_eye_strike",
|
|
489
|
+
koreanName: "리 봉안권",
|
|
490
|
+
duration: .24,
|
|
491
|
+
loop: false,
|
|
492
|
+
type: "attack",
|
|
493
|
+
keyframes: [
|
|
494
|
+
{
|
|
495
|
+
time: 0,
|
|
496
|
+
easing: "linear",
|
|
497
|
+
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
|
|
498
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
499
|
+
},
|
|
500
|
+
{
|
|
501
|
+
time: .11,
|
|
502
|
+
easing: "ease-out",
|
|
503
|
+
boneRotations: new Map([
|
|
504
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
|
|
505
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .15, "XYZ")],
|
|
506
|
+
[BoneName.WRIST_R, new THREE.Euler(.2, -.15, 0, "XYZ")],
|
|
507
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .25, 0, "XYZ")]
|
|
508
|
+
]),
|
|
509
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .8)]])
|
|
510
|
+
},
|
|
511
|
+
{
|
|
512
|
+
time: .24,
|
|
513
|
+
easing: "ease-in",
|
|
514
|
+
boneRotations: new Map([
|
|
515
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.4, -.3, "XYZ")],
|
|
516
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.1, "XYZ")],
|
|
517
|
+
[BoneName.WRIST_R, new THREE.Euler(.2, -.1, 0, "XYZ")],
|
|
518
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
519
|
+
]),
|
|
520
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
521
|
+
}
|
|
522
|
+
]
|
|
523
|
+
};
|
|
524
|
+
/**
|
|
525
|
+
* ☳ 진 (Jin) - Thunder Attack 1: Lightning Straight (벽력일섬)
|
|
526
|
+
*
|
|
527
|
+
* Explosive straight punch with sudden full-body burst.
|
|
528
|
+
* Maximum speed and shocking impact.
|
|
529
|
+
*
|
|
530
|
+
* Duration: 200ms
|
|
531
|
+
*
|
|
532
|
+
* @korean 진벽력일섬
|
|
533
|
+
*/
|
|
534
|
+
var JIN_LIGHTNING_STRAIGHT = {
|
|
535
|
+
name: "jin_lightning_straight",
|
|
536
|
+
koreanName: "진 벽력일섬",
|
|
537
|
+
duration: .2,
|
|
538
|
+
loop: false,
|
|
539
|
+
type: "attack",
|
|
540
|
+
keyframes: [
|
|
541
|
+
{
|
|
542
|
+
time: 0,
|
|
543
|
+
easing: "linear",
|
|
544
|
+
boneRotations: new Map([
|
|
545
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
|
|
546
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
547
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
548
|
+
]),
|
|
549
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
550
|
+
},
|
|
551
|
+
{
|
|
552
|
+
time: .08,
|
|
553
|
+
easing: "ease-out",
|
|
554
|
+
boneRotations: new Map([
|
|
555
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.1, -.1, -.5, "XYZ")],
|
|
556
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .05, "XYZ")],
|
|
557
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.4, 0, "XYZ")],
|
|
558
|
+
[BoneName.PELVIS, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
559
|
+
]),
|
|
560
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1)]])
|
|
561
|
+
},
|
|
562
|
+
{
|
|
563
|
+
time: .2,
|
|
564
|
+
easing: "ease-in",
|
|
565
|
+
boneRotations: new Map([
|
|
566
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.5, -.4, "XYZ")],
|
|
567
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
568
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
569
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
570
|
+
]),
|
|
571
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
572
|
+
}
|
|
573
|
+
]
|
|
574
|
+
};
|
|
575
|
+
/**
|
|
576
|
+
* ☳ 진 (Jin) - Thunder Attack 2: Shocking Hammer Fist (충격망치)
|
|
577
|
+
*
|
|
578
|
+
* Downward hammer strike with explosive drop of body weight.
|
|
579
|
+
* Creates stunning impact.
|
|
580
|
+
*
|
|
581
|
+
* Duration: 220ms
|
|
582
|
+
*
|
|
583
|
+
* @korean 진충격망치
|
|
584
|
+
*/
|
|
585
|
+
var JIN_SHOCKING_HAMMER_FIST = {
|
|
586
|
+
name: "jin_shocking_hammer_fist",
|
|
587
|
+
koreanName: "진 충격망치",
|
|
588
|
+
duration: .22,
|
|
589
|
+
loop: false,
|
|
590
|
+
type: "attack",
|
|
591
|
+
keyframes: [
|
|
592
|
+
{
|
|
593
|
+
time: 0,
|
|
594
|
+
easing: "ease-out",
|
|
595
|
+
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-1.4, -.2, -.6, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, "XYZ")]]),
|
|
596
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
597
|
+
},
|
|
598
|
+
{
|
|
599
|
+
time: .09,
|
|
600
|
+
easing: "linear",
|
|
601
|
+
boneRotations: new Map([
|
|
602
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.6, -.1, .6, "XYZ")],
|
|
603
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
604
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(.15, 0, 0, "XYZ")],
|
|
605
|
+
[BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
|
|
606
|
+
]),
|
|
607
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
|
|
608
|
+
},
|
|
609
|
+
{
|
|
610
|
+
time: .22,
|
|
611
|
+
easing: "ease-in",
|
|
612
|
+
boneRotations: new Map([
|
|
613
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.4, "XYZ")],
|
|
614
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
|
|
615
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
616
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
617
|
+
]),
|
|
618
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
619
|
+
}
|
|
620
|
+
]
|
|
621
|
+
};
|
|
622
|
+
/**
|
|
623
|
+
* ☳ 진 (Jin) - Thunder Attack 3: Explosive Knee (폭발무릎)
|
|
624
|
+
*
|
|
625
|
+
* Sudden knee strike with full leg drive and hip thrust.
|
|
626
|
+
* Targets midsection with shocking power.
|
|
627
|
+
*
|
|
628
|
+
* Duration: 280ms
|
|
629
|
+
*
|
|
630
|
+
* @korean 진폭발무릎
|
|
631
|
+
*/
|
|
632
|
+
var JIN_EXPLOSIVE_KNEE = {
|
|
633
|
+
name: "jin_explosive_knee",
|
|
634
|
+
koreanName: "진 폭발무릎",
|
|
635
|
+
duration: .28,
|
|
636
|
+
loop: false,
|
|
637
|
+
type: "attack",
|
|
638
|
+
keyframes: [
|
|
639
|
+
{
|
|
640
|
+
time: 0,
|
|
641
|
+
easing: "ease-out",
|
|
642
|
+
boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")]]),
|
|
643
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
644
|
+
},
|
|
645
|
+
{
|
|
646
|
+
time: .05,
|
|
647
|
+
easing: "ease-out",
|
|
648
|
+
boneRotations: new Map([[BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, "XYZ")], [BoneName.HIP_R, new THREE.Euler(.5, 0, 0, "XYZ")]]),
|
|
649
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
650
|
+
},
|
|
651
|
+
{
|
|
652
|
+
time: .12,
|
|
653
|
+
easing: "linear",
|
|
654
|
+
boneRotations: new Map([
|
|
655
|
+
[BoneName.KNEE_R, new THREE.Euler(-2.2, 0, 0, "XYZ")],
|
|
656
|
+
[BoneName.HIP_R, new THREE.Euler(.7, 0, 0, "XYZ")],
|
|
657
|
+
[BoneName.PELVIS, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
658
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.15, 0, 0, "XYZ")]
|
|
659
|
+
]),
|
|
660
|
+
bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, .8)]])
|
|
661
|
+
},
|
|
662
|
+
{
|
|
663
|
+
time: .28,
|
|
664
|
+
easing: "ease-in",
|
|
665
|
+
boneRotations: new Map([
|
|
666
|
+
[BoneName.KNEE_R, new THREE.Euler(-.4, 0, 0, "XYZ")],
|
|
667
|
+
[BoneName.HIP_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
668
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
669
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
670
|
+
]),
|
|
671
|
+
bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]])
|
|
672
|
+
}
|
|
673
|
+
]
|
|
674
|
+
};
|
|
675
|
+
/**
|
|
676
|
+
* ☴ 손 (Son) - Wind Attack 1: Whirlwind Combo (선풍연격 1)
|
|
677
|
+
*
|
|
678
|
+
* Rapid alternating hand strikes maintaining constant pressure.
|
|
679
|
+
* Continuous flowing motion without pause.
|
|
680
|
+
*
|
|
681
|
+
* Duration: 400ms
|
|
682
|
+
*
|
|
683
|
+
* @korean 손선풍연격1
|
|
684
|
+
*/
|
|
685
|
+
var SON_WHIRLWIND_COMBO_1 = {
|
|
686
|
+
name: "son_whirlwind_combo_1",
|
|
687
|
+
koreanName: "손 선풍연격 1",
|
|
688
|
+
duration: .4,
|
|
689
|
+
loop: false,
|
|
690
|
+
type: "attack",
|
|
691
|
+
keyframes: [
|
|
692
|
+
{
|
|
693
|
+
time: 0,
|
|
694
|
+
easing: "linear",
|
|
695
|
+
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")]]),
|
|
696
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
697
|
+
},
|
|
698
|
+
{
|
|
699
|
+
time: .13,
|
|
700
|
+
easing: "ease-out",
|
|
701
|
+
boneRotations: new Map([
|
|
702
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .3, "XYZ")],
|
|
703
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
704
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
705
|
+
]),
|
|
706
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
707
|
+
},
|
|
708
|
+
{
|
|
709
|
+
time: .26,
|
|
710
|
+
easing: "ease-out",
|
|
711
|
+
boneRotations: new Map([
|
|
712
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.1, 0, -.3, "XYZ")],
|
|
713
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
714
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")]
|
|
715
|
+
]),
|
|
716
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .7)]])
|
|
717
|
+
},
|
|
718
|
+
{
|
|
719
|
+
time: .4,
|
|
720
|
+
easing: "ease-in",
|
|
721
|
+
boneRotations: new Map([
|
|
722
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .3, .2, "XYZ")],
|
|
723
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.2, "XYZ")],
|
|
724
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
725
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
726
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
727
|
+
]),
|
|
728
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
729
|
+
}
|
|
730
|
+
]
|
|
731
|
+
};
|
|
732
|
+
/**
|
|
733
|
+
* ☴ 손 (Son) - Wind Attack 2: Pressure Point Chain (연속급소타격)
|
|
734
|
+
*
|
|
735
|
+
* Sequential pressure point strikes flowing from one target to next.
|
|
736
|
+
* Maintains momentum through circular motion.
|
|
737
|
+
*
|
|
738
|
+
* Duration: 380ms
|
|
739
|
+
*
|
|
740
|
+
* @korean 손연속급소타격
|
|
741
|
+
*/
|
|
742
|
+
var SON_PRESSURE_POINT_CHAIN = {
|
|
743
|
+
name: "son_pressure_point_chain",
|
|
744
|
+
koreanName: "손 연속급소타격",
|
|
745
|
+
duration: .38,
|
|
746
|
+
loop: false,
|
|
747
|
+
type: "attack",
|
|
748
|
+
keyframes: [
|
|
749
|
+
{
|
|
750
|
+
time: 0,
|
|
751
|
+
easing: "linear",
|
|
752
|
+
boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")]]),
|
|
753
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
754
|
+
},
|
|
755
|
+
{
|
|
756
|
+
time: .12,
|
|
757
|
+
easing: "linear",
|
|
758
|
+
boneRotations: new Map([
|
|
759
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .3, "XYZ")],
|
|
760
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
|
|
761
|
+
[BoneName.WRIST_L, new THREE.Euler(.15, .2, 0, "XYZ")]
|
|
762
|
+
]),
|
|
763
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)]])
|
|
764
|
+
},
|
|
765
|
+
{
|
|
766
|
+
time: .24,
|
|
767
|
+
easing: "linear",
|
|
768
|
+
boneRotations: new Map([
|
|
769
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.3, "XYZ")],
|
|
770
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
771
|
+
[BoneName.WRIST_R, new THREE.Euler(.15, -.2, 0, "XYZ")],
|
|
772
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
773
|
+
]),
|
|
774
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
775
|
+
},
|
|
776
|
+
{
|
|
777
|
+
time: .38,
|
|
778
|
+
easing: "ease-in",
|
|
779
|
+
boneRotations: new Map([
|
|
780
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .5, .5, "XYZ")],
|
|
781
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.5, "XYZ")],
|
|
782
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
|
|
783
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
784
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
785
|
+
]),
|
|
786
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
787
|
+
}
|
|
788
|
+
]
|
|
789
|
+
};
|
|
790
|
+
/**
|
|
791
|
+
* ☴ 손 (Son) - Wind Attack 3: Penetrating Palm Rush (관통장타)
|
|
792
|
+
*
|
|
793
|
+
* Multiple palm strikes driving forward with relentless pressure.
|
|
794
|
+
* Each strike flows into the next without stopping.
|
|
795
|
+
*
|
|
796
|
+
* Duration: 420ms
|
|
797
|
+
*
|
|
798
|
+
* @korean 손관통장타
|
|
799
|
+
*/
|
|
800
|
+
var SON_PENETRATING_PALM_RUSH = {
|
|
801
|
+
name: "son_penetrating_palm_rush",
|
|
802
|
+
koreanName: "손 관통장타",
|
|
803
|
+
duration: .42,
|
|
804
|
+
loop: false,
|
|
805
|
+
type: "attack",
|
|
806
|
+
keyframes: [
|
|
807
|
+
{
|
|
808
|
+
time: 0,
|
|
809
|
+
easing: "linear",
|
|
810
|
+
boneRotations: new Map([
|
|
811
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
|
|
812
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
813
|
+
[BoneName.WRIST_R, new THREE.Euler(-.2, 0, 0, "XYZ")]
|
|
814
|
+
]),
|
|
815
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
816
|
+
},
|
|
817
|
+
{
|
|
818
|
+
time: .14,
|
|
819
|
+
easing: "linear",
|
|
820
|
+
boneRotations: new Map([
|
|
821
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.05, 0, .2, "XYZ")],
|
|
822
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
823
|
+
[BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
824
|
+
]),
|
|
825
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .65)]])
|
|
826
|
+
},
|
|
827
|
+
{
|
|
828
|
+
time: .28,
|
|
829
|
+
easing: "linear",
|
|
830
|
+
boneRotations: new Map([
|
|
831
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.05, 0, -.2, "XYZ")],
|
|
832
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
|
|
833
|
+
[BoneName.WRIST_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
834
|
+
]),
|
|
835
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)], [BoneName.HAND_L, new THREE.Vector3(0, 0, .65)]])
|
|
836
|
+
},
|
|
837
|
+
{
|
|
838
|
+
time: .42,
|
|
839
|
+
easing: "ease-in",
|
|
840
|
+
boneRotations: new Map([
|
|
841
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.1, .4, .3, "XYZ")],
|
|
842
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.1, -.4, -.3, "XYZ")],
|
|
843
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
844
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")]
|
|
845
|
+
]),
|
|
846
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
847
|
+
}
|
|
848
|
+
]
|
|
849
|
+
};
|
|
850
|
+
/**
|
|
851
|
+
* ☵ 감 (Gam) - Water Attack 1: Flowing River Strike (유수타격)
|
|
852
|
+
*
|
|
853
|
+
* Circular strike that follows and redirects opponent's energy.
|
|
854
|
+
* Adapts mid-motion to openings.
|
|
855
|
+
*
|
|
856
|
+
* Duration: 340ms
|
|
857
|
+
*
|
|
858
|
+
* @korean 감유수타격
|
|
859
|
+
*/
|
|
860
|
+
var GAM_FLOWING_RIVER_STRIKE = {
|
|
861
|
+
name: "gam_flowing_river_strike",
|
|
862
|
+
koreanName: "감 유수타격",
|
|
863
|
+
duration: .34,
|
|
864
|
+
loop: false,
|
|
865
|
+
type: "attack",
|
|
866
|
+
keyframes: [
|
|
867
|
+
{
|
|
868
|
+
time: 0,
|
|
869
|
+
easing: "ease-out",
|
|
870
|
+
boneRotations: new Map([
|
|
871
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
|
|
872
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
|
|
873
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
874
|
+
]),
|
|
875
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
876
|
+
},
|
|
877
|
+
{
|
|
878
|
+
time: .17,
|
|
879
|
+
easing: "linear",
|
|
880
|
+
boneRotations: new Map([
|
|
881
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.1, .9, .7, "XYZ")],
|
|
882
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
|
|
883
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
|
|
884
|
+
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
885
|
+
]),
|
|
886
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .75)]])
|
|
887
|
+
},
|
|
888
|
+
{
|
|
889
|
+
time: .34,
|
|
890
|
+
easing: "ease-in",
|
|
891
|
+
boneRotations: new Map([
|
|
892
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .7, .6, "XYZ")],
|
|
893
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
894
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
895
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
896
|
+
]),
|
|
897
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
898
|
+
}
|
|
899
|
+
]
|
|
900
|
+
};
|
|
901
|
+
/**
|
|
902
|
+
* ☵ 감 (Gam) - Water Attack 2: Tidal Wave Palm (파도장타)
|
|
903
|
+
*
|
|
904
|
+
* Sweeping palm strike that flows around defenses.
|
|
905
|
+
* Uses circular motion to bypass guards.
|
|
906
|
+
*
|
|
907
|
+
* Duration: 360ms
|
|
908
|
+
*
|
|
909
|
+
* @korean 감파도장타
|
|
910
|
+
*/
|
|
911
|
+
var GAM_TIDAL_WAVE_PALM = {
|
|
912
|
+
name: "gam_tidal_wave_palm",
|
|
913
|
+
koreanName: "감 파도장타",
|
|
914
|
+
duration: .36,
|
|
915
|
+
loop: false,
|
|
916
|
+
type: "attack",
|
|
917
|
+
keyframes: [
|
|
918
|
+
{
|
|
919
|
+
time: 0,
|
|
920
|
+
easing: "ease-out",
|
|
921
|
+
boneRotations: new Map([
|
|
922
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
|
|
923
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
924
|
+
[BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")]
|
|
925
|
+
]),
|
|
926
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
927
|
+
},
|
|
928
|
+
{
|
|
929
|
+
time: .18,
|
|
930
|
+
easing: "linear",
|
|
931
|
+
boneRotations: new Map([
|
|
932
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, .5, .5, "XYZ")],
|
|
933
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
|
|
934
|
+
[BoneName.WRIST_R, new THREE.Euler(-.35, 0, 0, "XYZ")],
|
|
935
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")]
|
|
936
|
+
]),
|
|
937
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
938
|
+
},
|
|
939
|
+
{
|
|
940
|
+
time: .36,
|
|
941
|
+
easing: "ease-in",
|
|
942
|
+
boneRotations: new Map([
|
|
943
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.1, -.8, -.7, "XYZ")],
|
|
944
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
945
|
+
[BoneName.WRIST_R, new THREE.Euler(-.25, 0, 0, "XYZ")],
|
|
946
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
947
|
+
]),
|
|
948
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
949
|
+
}
|
|
950
|
+
]
|
|
951
|
+
};
|
|
952
|
+
/**
|
|
953
|
+
* ☵ 감 (Gam) - Water Attack 3: Whirlpool Counter (소용돌이반격)
|
|
954
|
+
*
|
|
955
|
+
* Spinning strike that uses opponent's momentum against them.
|
|
956
|
+
* Full body rotation for maximum redirection.
|
|
957
|
+
*
|
|
958
|
+
* Duration: 380ms
|
|
959
|
+
*
|
|
960
|
+
* @korean 감소용돌이반격
|
|
961
|
+
*/
|
|
962
|
+
var GAM_WHIRLPOOL_COUNTER = {
|
|
963
|
+
name: "gam_whirlpool_counter",
|
|
964
|
+
koreanName: "감 소용돌이반격",
|
|
965
|
+
duration: .38,
|
|
966
|
+
loop: false,
|
|
967
|
+
type: "attack",
|
|
968
|
+
keyframes: [
|
|
969
|
+
{
|
|
970
|
+
time: 0,
|
|
971
|
+
easing: "ease-out",
|
|
972
|
+
boneRotations: new Map([
|
|
973
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
|
|
974
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")],
|
|
975
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.5, 0, "XYZ")],
|
|
976
|
+
[BoneName.PELVIS, new THREE.Euler(0, -.4, 0, "XYZ")]
|
|
977
|
+
]),
|
|
978
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
979
|
+
},
|
|
980
|
+
{
|
|
981
|
+
time: .19,
|
|
982
|
+
easing: "linear",
|
|
983
|
+
boneRotations: new Map([
|
|
984
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, 1, .8, "XYZ")],
|
|
985
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
|
|
986
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .8, 0, "XYZ")],
|
|
987
|
+
[BoneName.PELVIS, new THREE.Euler(0, .6, 0, "XYZ")]
|
|
988
|
+
]),
|
|
989
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .8)]])
|
|
990
|
+
},
|
|
991
|
+
{
|
|
992
|
+
time: .38,
|
|
993
|
+
easing: "ease-in",
|
|
994
|
+
boneRotations: new Map([
|
|
995
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .6, .5, "XYZ")],
|
|
996
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
|
|
997
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
998
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
999
|
+
]),
|
|
1000
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
1001
|
+
}
|
|
1002
|
+
]
|
|
1003
|
+
};
|
|
1004
|
+
/**
|
|
1005
|
+
* ☶ 간 (Gan) - Mountain Attack 1: Fortress Counter Strike (요새반격타)
|
|
1006
|
+
*
|
|
1007
|
+
* Solid counter punch from defensive stance with immovable base.
|
|
1008
|
+
* Power generated from stable mountain stance.
|
|
1009
|
+
*
|
|
1010
|
+
* Duration: 300ms
|
|
1011
|
+
*
|
|
1012
|
+
* @korean 간요새반격타
|
|
1013
|
+
*/
|
|
1014
|
+
var GAN_FORTRESS_COUNTER_STRIKE = {
|
|
1015
|
+
name: "gan_fortress_counter_strike",
|
|
1016
|
+
koreanName: "간 요새반격타",
|
|
1017
|
+
duration: .3,
|
|
1018
|
+
loop: false,
|
|
1019
|
+
type: "attack",
|
|
1020
|
+
keyframes: [
|
|
1021
|
+
{
|
|
1022
|
+
time: 0,
|
|
1023
|
+
easing: "linear",
|
|
1024
|
+
boneRotations: new Map([
|
|
1025
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
|
|
1026
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
|
|
1027
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1028
|
+
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1029
|
+
]),
|
|
1030
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1031
|
+
},
|
|
1032
|
+
{
|
|
1033
|
+
time: .15,
|
|
1034
|
+
easing: "ease-out",
|
|
1035
|
+
boneRotations: new Map([
|
|
1036
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.1, 0, .4, "XYZ")],
|
|
1037
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
1038
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
1039
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1040
|
+
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1041
|
+
]),
|
|
1042
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
1043
|
+
},
|
|
1044
|
+
{
|
|
1045
|
+
time: .3,
|
|
1046
|
+
easing: "ease-in",
|
|
1047
|
+
boneRotations: new Map([
|
|
1048
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.4, -.5, "XYZ")],
|
|
1049
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1050
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1051
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1052
|
+
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1053
|
+
]),
|
|
1054
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1055
|
+
}
|
|
1056
|
+
]
|
|
1057
|
+
};
|
|
1058
|
+
/**
|
|
1059
|
+
* ☶ 간 (Gan) - Mountain Attack 2: Avalanche Hammer (눈사태망치)
|
|
1060
|
+
*
|
|
1061
|
+
* Powerful overhead strike from high guard position.
|
|
1062
|
+
* Uses gravity and body weight like falling rocks.
|
|
1063
|
+
*
|
|
1064
|
+
* Duration: 350ms
|
|
1065
|
+
*
|
|
1066
|
+
* @korean 간눈사태망치
|
|
1067
|
+
*/
|
|
1068
|
+
var GAN_AVALANCHE_HAMMER = {
|
|
1069
|
+
name: "gan_avalanche_hammer",
|
|
1070
|
+
koreanName: "간 눈사태망치",
|
|
1071
|
+
duration: .35,
|
|
1072
|
+
loop: false,
|
|
1073
|
+
type: "attack",
|
|
1074
|
+
keyframes: [
|
|
1075
|
+
{
|
|
1076
|
+
time: 0,
|
|
1077
|
+
easing: "ease-out",
|
|
1078
|
+
boneRotations: new Map([[BoneName.SHOULDER_L, new THREE.Euler(-1.3, .3, .7, "XYZ")], [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")]]),
|
|
1079
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1080
|
+
},
|
|
1081
|
+
{
|
|
1082
|
+
time: .18,
|
|
1083
|
+
easing: "linear",
|
|
1084
|
+
boneRotations: new Map([
|
|
1085
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.7, .2, .6, "XYZ")],
|
|
1086
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
1087
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
|
|
1088
|
+
[BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
|
|
1089
|
+
]),
|
|
1090
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .9)]])
|
|
1091
|
+
},
|
|
1092
|
+
{
|
|
1093
|
+
time: .35,
|
|
1094
|
+
easing: "ease-in",
|
|
1095
|
+
boneRotations: new Map([
|
|
1096
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .5, "XYZ")],
|
|
1097
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
|
|
1098
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1099
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1100
|
+
]),
|
|
1101
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]])
|
|
1102
|
+
}
|
|
1103
|
+
]
|
|
1104
|
+
};
|
|
1105
|
+
/**
|
|
1106
|
+
* ☶ 간 (Gan) - Mountain Attack 3: Stone Wall Thrust (석벽관통)
|
|
1107
|
+
*
|
|
1108
|
+
* Immovable forward thrust with locked elbow and shoulder.
|
|
1109
|
+
* Unyielding linear force from stable base.
|
|
1110
|
+
*
|
|
1111
|
+
* Duration: 320ms
|
|
1112
|
+
*
|
|
1113
|
+
* @korean 간석벽관통
|
|
1114
|
+
*/
|
|
1115
|
+
var GAN_STONE_WALL_THRUST = {
|
|
1116
|
+
name: "gan_stone_wall_thrust",
|
|
1117
|
+
koreanName: "간 석벽관통",
|
|
1118
|
+
duration: .32,
|
|
1119
|
+
loop: false,
|
|
1120
|
+
type: "attack",
|
|
1121
|
+
keyframes: [
|
|
1122
|
+
{
|
|
1123
|
+
time: 0,
|
|
1124
|
+
easing: "linear",
|
|
1125
|
+
boneRotations: new Map([
|
|
1126
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
1127
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1128
|
+
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
1129
|
+
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
|
|
1130
|
+
]),
|
|
1131
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1132
|
+
},
|
|
1133
|
+
{
|
|
1134
|
+
time: .16,
|
|
1135
|
+
easing: "ease-out",
|
|
1136
|
+
boneRotations: new Map([
|
|
1137
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.15, -.1, .2, "XYZ")],
|
|
1138
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .1, "XYZ")],
|
|
1139
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")],
|
|
1140
|
+
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
1141
|
+
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
|
|
1142
|
+
]),
|
|
1143
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .85)]])
|
|
1144
|
+
},
|
|
1145
|
+
{
|
|
1146
|
+
time: .32,
|
|
1147
|
+
easing: "ease-in",
|
|
1148
|
+
boneRotations: new Map([
|
|
1149
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
1150
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1151
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1152
|
+
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
1153
|
+
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
|
|
1154
|
+
]),
|
|
1155
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1156
|
+
}
|
|
1157
|
+
]
|
|
1158
|
+
};
|
|
1159
|
+
/**
|
|
1160
|
+
* ☷ 곤 (Gon) - Earth Attack 1: Ground Sweep Strike (접지쓸기)
|
|
1161
|
+
*
|
|
1162
|
+
* Low sweeping leg attack targeting opponent's base.
|
|
1163
|
+
* Uses grounded center of gravity for stability.
|
|
1164
|
+
*
|
|
1165
|
+
* Duration: 380ms
|
|
1166
|
+
*
|
|
1167
|
+
* @korean 곤접지쓸기
|
|
1168
|
+
*/
|
|
1169
|
+
var GON_GROUND_SWEEP_STRIKE = {
|
|
1170
|
+
name: "gon_ground_sweep_strike",
|
|
1171
|
+
koreanName: "곤 접지쓸기",
|
|
1172
|
+
duration: .38,
|
|
1173
|
+
loop: false,
|
|
1174
|
+
type: "attack",
|
|
1175
|
+
keyframes: [
|
|
1176
|
+
{
|
|
1177
|
+
time: 0,
|
|
1178
|
+
easing: "ease-out",
|
|
1179
|
+
boneRotations: new Map([
|
|
1180
|
+
[BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
1181
|
+
[BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
|
|
1182
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1183
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.2, -.3, 0, "XYZ")]
|
|
1184
|
+
]),
|
|
1185
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1186
|
+
},
|
|
1187
|
+
{
|
|
1188
|
+
time: .19,
|
|
1189
|
+
easing: "linear",
|
|
1190
|
+
boneRotations: new Map([
|
|
1191
|
+
[BoneName.HIP_R, new THREE.Euler(-.1, 0, .5, "XYZ")],
|
|
1192
|
+
[BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1193
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1194
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.2, .4, 0, "XYZ")],
|
|
1195
|
+
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
1196
|
+
]),
|
|
1197
|
+
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, .8)]])
|
|
1198
|
+
},
|
|
1199
|
+
{
|
|
1200
|
+
time: .38,
|
|
1201
|
+
easing: "ease-in",
|
|
1202
|
+
boneRotations: new Map([
|
|
1203
|
+
[BoneName.HIP_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
1204
|
+
[BoneName.KNEE_R, new THREE.Euler(-.9, 0, 0, "XYZ")],
|
|
1205
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1206
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1207
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1208
|
+
]),
|
|
1209
|
+
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]])
|
|
1210
|
+
}
|
|
1211
|
+
]
|
|
1212
|
+
};
|
|
1213
|
+
/**
|
|
1214
|
+
* ☷ 곤 (Gon) - Earth Attack 2: Earthquake Stomp (지진발구르기)
|
|
1215
|
+
*
|
|
1216
|
+
* Powerful downward stomp targeting opponent's foot or knee.
|
|
1217
|
+
* Uses full body weight dropped through leg.
|
|
1218
|
+
*
|
|
1219
|
+
* Duration: 320ms
|
|
1220
|
+
*
|
|
1221
|
+
* @korean 곤지진발구르기
|
|
1222
|
+
*/
|
|
1223
|
+
var GON_EARTHQUAKE_STOMP = {
|
|
1224
|
+
name: "gon_earthquake_stomp",
|
|
1225
|
+
koreanName: "곤 지진발구르기",
|
|
1226
|
+
duration: .32,
|
|
1227
|
+
loop: false,
|
|
1228
|
+
type: "attack",
|
|
1229
|
+
keyframes: [
|
|
1230
|
+
{
|
|
1231
|
+
time: 0,
|
|
1232
|
+
easing: "ease-out",
|
|
1233
|
+
boneRotations: new Map([
|
|
1234
|
+
[BoneName.HIP_L, new THREE.Euler(.8, 0, 0, "XYZ")],
|
|
1235
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.6, 0, 0, "XYZ")],
|
|
1236
|
+
[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")]
|
|
1237
|
+
]),
|
|
1238
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1239
|
+
},
|
|
1240
|
+
{
|
|
1241
|
+
time: .16,
|
|
1242
|
+
easing: "linear",
|
|
1243
|
+
boneRotations: new Map([
|
|
1244
|
+
[BoneName.HIP_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1245
|
+
[BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
1246
|
+
[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
|
|
1247
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(-.15, 0, 0, "XYZ")],
|
|
1248
|
+
[BoneName.PELVIS, new THREE.Euler(-.1, 0, 0, "XYZ")]
|
|
1249
|
+
]),
|
|
1250
|
+
bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, .7)]])
|
|
1251
|
+
},
|
|
1252
|
+
{
|
|
1253
|
+
time: .32,
|
|
1254
|
+
easing: "ease-in",
|
|
1255
|
+
boneRotations: new Map([
|
|
1256
|
+
[BoneName.HIP_L, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1257
|
+
[BoneName.KNEE_L, new THREE.Euler(-.9, 0, 0, "XYZ")],
|
|
1258
|
+
[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
|
|
1259
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1260
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1261
|
+
]),
|
|
1262
|
+
bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]])
|
|
1263
|
+
}
|
|
1264
|
+
]
|
|
1265
|
+
};
|
|
1266
|
+
/**
|
|
1267
|
+
* ☷ 곤 (Gon) - Earth Attack 3: Rooting Takedown (뿌리내림꺾기)
|
|
1268
|
+
*
|
|
1269
|
+
* Low grabbing motion transitioning to ground takedown.
|
|
1270
|
+
* Uses low center of gravity to pull opponent down.
|
|
1271
|
+
*
|
|
1272
|
+
* Duration: 450ms
|
|
1273
|
+
*
|
|
1274
|
+
* @korean 곤뿌리내림꺾기
|
|
1275
|
+
*/
|
|
1276
|
+
var GON_ROOTING_TAKEDOWN = {
|
|
1277
|
+
name: "gon_rooting_takedown",
|
|
1278
|
+
koreanName: "곤 뿌리내림꺾기",
|
|
1279
|
+
duration: .45,
|
|
1280
|
+
loop: false,
|
|
1281
|
+
type: "attack",
|
|
1282
|
+
keyframes: [
|
|
1283
|
+
{
|
|
1284
|
+
time: 0,
|
|
1285
|
+
easing: "ease-out",
|
|
1286
|
+
boneRotations: new Map([
|
|
1287
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
|
|
1288
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
1289
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
|
|
1290
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
|
|
1291
|
+
]),
|
|
1292
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1293
|
+
},
|
|
1294
|
+
{
|
|
1295
|
+
time: .18,
|
|
1296
|
+
easing: "linear",
|
|
1297
|
+
boneRotations: new Map([
|
|
1298
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
|
|
1299
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
|
|
1300
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.3, .2, 0, "XYZ")],
|
|
1301
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1302
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
|
|
1303
|
+
]),
|
|
1304
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)]])
|
|
1305
|
+
},
|
|
1306
|
+
{
|
|
1307
|
+
time: .32,
|
|
1308
|
+
easing: "linear",
|
|
1309
|
+
boneRotations: new Map([
|
|
1310
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.6, .5, .6, "XYZ")],
|
|
1311
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.6, -.5, -.6, "XYZ")],
|
|
1312
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
|
|
1313
|
+
[BoneName.PELVIS, new THREE.Euler(.2, 0, 0, "XYZ")]
|
|
1314
|
+
]),
|
|
1315
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1316
|
+
},
|
|
1317
|
+
{
|
|
1318
|
+
time: .38,
|
|
1319
|
+
easing: "ease-out",
|
|
1320
|
+
boneRotations: new Map([
|
|
1321
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.8, .3, .4, "XYZ")],
|
|
1322
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.8, -.3, -.4, "XYZ")],
|
|
1323
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.6, .2, 0, "XYZ")],
|
|
1324
|
+
[BoneName.PELVIS, new THREE.Euler(.3, 0, 0, "XYZ")],
|
|
1325
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.5, 0, 0, "XYZ")],
|
|
1326
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.5, 0, 0, "XYZ")]
|
|
1327
|
+
]),
|
|
1328
|
+
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, .3)]])
|
|
1329
|
+
},
|
|
1330
|
+
{
|
|
1331
|
+
time: .45,
|
|
1332
|
+
easing: "ease-in",
|
|
1333
|
+
boneRotations: new Map([
|
|
1334
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
|
|
1335
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
|
|
1336
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
1337
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1338
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1339
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
|
|
1340
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
|
|
1341
|
+
]),
|
|
1342
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]])
|
|
1343
|
+
}
|
|
1344
|
+
]
|
|
1345
|
+
};
|
|
1346
|
+
/**
|
|
1347
|
+
* ☰ 건 (Geon) - Heaven Attack 4: Descending Hammer (천둥망치)
|
|
1348
|
+
*
|
|
1349
|
+
* Overhead hammer fist strike with full body weight.
|
|
1350
|
+
* Targets crown, collarbone, or shoulder with devastating force.
|
|
1351
|
+
*
|
|
1352
|
+
* @korean 건천둥망치
|
|
1353
|
+
*/
|
|
1354
|
+
var GEON_DESCENDING_HAMMER = {
|
|
1355
|
+
name: "geon_descending_hammer",
|
|
1356
|
+
koreanName: "건 천둥망치",
|
|
1357
|
+
duration: .4,
|
|
1358
|
+
loop: false,
|
|
1359
|
+
type: "attack",
|
|
1360
|
+
keyframes: [
|
|
1361
|
+
{
|
|
1362
|
+
time: 0,
|
|
1363
|
+
easing: "ease-out",
|
|
1364
|
+
boneRotations: new Map([
|
|
1365
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-1.5, 0, -.3, "XYZ")],
|
|
1366
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
|
|
1367
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
1368
|
+
[BoneName.PELVIS, new THREE.Euler(-.1, 0, 0, "XYZ")]
|
|
1369
|
+
]),
|
|
1370
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1371
|
+
},
|
|
1372
|
+
{
|
|
1373
|
+
time: .2,
|
|
1374
|
+
easing: "linear",
|
|
1375
|
+
boneRotations: new Map([
|
|
1376
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.9, 0, .5, "XYZ")],
|
|
1377
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
1378
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(.3, 0, 0, "XYZ")],
|
|
1379
|
+
[BoneName.PELVIS, new THREE.Euler(.15, 0, 0, "XYZ")]
|
|
1380
|
+
]),
|
|
1381
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, -.3, .8)]])
|
|
1382
|
+
},
|
|
1383
|
+
{
|
|
1384
|
+
time: .4,
|
|
1385
|
+
easing: "ease-in",
|
|
1386
|
+
boneRotations: new Map([
|
|
1387
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
1388
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1389
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1390
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1391
|
+
]),
|
|
1392
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1393
|
+
}
|
|
1394
|
+
]
|
|
1395
|
+
};
|
|
1396
|
+
/**
|
|
1397
|
+
* ☰ 건 (Geon) - Heaven Attack 5: Splitting Palm (천지분리장)
|
|
1398
|
+
*
|
|
1399
|
+
* Powerful downward palm strike splitting through defenses.
|
|
1400
|
+
* Uses both hands in coordinated descending motion.
|
|
1401
|
+
*
|
|
1402
|
+
* @korean 건천지분리장
|
|
1403
|
+
*/
|
|
1404
|
+
var GEON_SPLITTING_PALM = {
|
|
1405
|
+
name: "geon_splitting_palm",
|
|
1406
|
+
koreanName: "건 천지분리장",
|
|
1407
|
+
duration: .38,
|
|
1408
|
+
loop: false,
|
|
1409
|
+
type: "attack",
|
|
1410
|
+
keyframes: [
|
|
1411
|
+
{
|
|
1412
|
+
time: 0,
|
|
1413
|
+
easing: "ease-out",
|
|
1414
|
+
boneRotations: new Map([
|
|
1415
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-1.2, -.2, -.4, "XYZ")],
|
|
1416
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-1.2, .2, .4, "XYZ")],
|
|
1417
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")],
|
|
1418
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")]
|
|
1419
|
+
]),
|
|
1420
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1421
|
+
},
|
|
1422
|
+
{
|
|
1423
|
+
time: .18,
|
|
1424
|
+
easing: "linear",
|
|
1425
|
+
boneRotations: new Map([
|
|
1426
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.5, 0, .3, "XYZ")],
|
|
1427
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.5, 0, -.3, "XYZ")],
|
|
1428
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .2, "XYZ")],
|
|
1429
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.2, "XYZ")],
|
|
1430
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")]
|
|
1431
|
+
]),
|
|
1432
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.2, 0, .9)], [BoneName.HAND_L, new THREE.Vector3(-.2, 0, .9)]])
|
|
1433
|
+
},
|
|
1434
|
+
{
|
|
1435
|
+
time: .38,
|
|
1436
|
+
easing: "ease-in",
|
|
1437
|
+
boneRotations: new Map([
|
|
1438
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1439
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
1440
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1441
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
1442
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1443
|
+
]),
|
|
1444
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1445
|
+
}
|
|
1446
|
+
]
|
|
1447
|
+
};
|
|
1448
|
+
/**
|
|
1449
|
+
* ☱ 태 (Tae) - Lake Attack 4: Rippling Elbow (물결팔꿈치)
|
|
1450
|
+
*
|
|
1451
|
+
* Flowing elbow strike following circular motion.
|
|
1452
|
+
* Water-like adaptation to opponent's position.
|
|
1453
|
+
*
|
|
1454
|
+
* @korean 태물결팔꿈치
|
|
1455
|
+
*/
|
|
1456
|
+
var TAE_RIPPLING_ELBOW = {
|
|
1457
|
+
name: "tae_rippling_elbow",
|
|
1458
|
+
koreanName: "태 물결팔꿈치",
|
|
1459
|
+
duration: .35,
|
|
1460
|
+
loop: false,
|
|
1461
|
+
type: "attack",
|
|
1462
|
+
keyframes: [
|
|
1463
|
+
{
|
|
1464
|
+
time: 0,
|
|
1465
|
+
easing: "ease-out",
|
|
1466
|
+
boneRotations: new Map([
|
|
1467
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.8, -.3, "XYZ")],
|
|
1468
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
|
|
1469
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
1470
|
+
]),
|
|
1471
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1472
|
+
},
|
|
1473
|
+
{
|
|
1474
|
+
time: .15,
|
|
1475
|
+
easing: "linear",
|
|
1476
|
+
boneRotations: new Map([
|
|
1477
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.3, .5, .5, "XYZ")],
|
|
1478
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
|
|
1479
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
|
|
1480
|
+
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
1481
|
+
]),
|
|
1482
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1483
|
+
},
|
|
1484
|
+
{
|
|
1485
|
+
time: .35,
|
|
1486
|
+
easing: "ease-in",
|
|
1487
|
+
boneRotations: new Map([
|
|
1488
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1489
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
1490
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1491
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1492
|
+
]),
|
|
1493
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1494
|
+
}
|
|
1495
|
+
]
|
|
1496
|
+
};
|
|
1497
|
+
/**
|
|
1498
|
+
* ☱ 태 (Tae) - Lake Attack 5: Finger Lock Twist (손가락잠금비틀기)
|
|
1499
|
+
*
|
|
1500
|
+
* Quick finger grab transitioning to painful twist.
|
|
1501
|
+
* Targets small joints for control.
|
|
1502
|
+
*
|
|
1503
|
+
* @korean 태손가락잠금비틀기
|
|
1504
|
+
*/
|
|
1505
|
+
var TAE_FINGER_LOCK_TWIST = {
|
|
1506
|
+
name: "tae_finger_lock_twist",
|
|
1507
|
+
koreanName: "태 손가락잠금비틀기",
|
|
1508
|
+
duration: .4,
|
|
1509
|
+
loop: false,
|
|
1510
|
+
type: "attack",
|
|
1511
|
+
keyframes: [
|
|
1512
|
+
{
|
|
1513
|
+
time: 0,
|
|
1514
|
+
easing: "ease-out",
|
|
1515
|
+
boneRotations: new Map([
|
|
1516
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.2, 0, -.3, "XYZ")],
|
|
1517
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
1518
|
+
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1519
|
+
]),
|
|
1520
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .4)]])
|
|
1521
|
+
},
|
|
1522
|
+
{
|
|
1523
|
+
time: .15,
|
|
1524
|
+
easing: "linear",
|
|
1525
|
+
boneRotations: new Map([
|
|
1526
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.3, .2, 0, "XYZ")],
|
|
1527
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1528
|
+
[BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")]
|
|
1529
|
+
]),
|
|
1530
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .5)]])
|
|
1531
|
+
},
|
|
1532
|
+
{
|
|
1533
|
+
time: .28,
|
|
1534
|
+
easing: "linear",
|
|
1535
|
+
boneRotations: new Map([
|
|
1536
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.4, .5, .3, "XYZ")],
|
|
1537
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
1538
|
+
[BoneName.WRIST_R, new THREE.Euler(1.2, .3, 0, "XYZ")],
|
|
1539
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
1540
|
+
]),
|
|
1541
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1542
|
+
},
|
|
1543
|
+
{
|
|
1544
|
+
time: .4,
|
|
1545
|
+
easing: "ease-in",
|
|
1546
|
+
boneRotations: new Map([
|
|
1547
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")],
|
|
1548
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1549
|
+
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1550
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1551
|
+
]),
|
|
1552
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1553
|
+
}
|
|
1554
|
+
]
|
|
1555
|
+
};
|
|
1556
|
+
/**
|
|
1557
|
+
* ☲ 리 (Li) - Fire Attack 4: Temple Spike (관자놀이찌르기)
|
|
1558
|
+
*
|
|
1559
|
+
* Precise strike to temple pressure point.
|
|
1560
|
+
* Targets temporal artery for knockout.
|
|
1561
|
+
*
|
|
1562
|
+
* @korean 리관자놀이찌르기
|
|
1563
|
+
*/
|
|
1564
|
+
var LI_TEMPLE_SPIKE = {
|
|
1565
|
+
name: "li_temple_spike",
|
|
1566
|
+
koreanName: "리 관자놀이찌르기",
|
|
1567
|
+
duration: .28,
|
|
1568
|
+
loop: false,
|
|
1569
|
+
type: "attack",
|
|
1570
|
+
keyframes: [
|
|
1571
|
+
{
|
|
1572
|
+
time: 0,
|
|
1573
|
+
easing: "ease-out",
|
|
1574
|
+
boneRotations: new Map([
|
|
1575
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.5, -.4, "XYZ")],
|
|
1576
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
|
|
1577
|
+
[BoneName.WRIST_R, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
1578
|
+
]),
|
|
1579
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1580
|
+
},
|
|
1581
|
+
{
|
|
1582
|
+
time: .12,
|
|
1583
|
+
easing: "linear",
|
|
1584
|
+
boneRotations: new Map([
|
|
1585
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.4, .3, .2, "XYZ")],
|
|
1586
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
|
|
1587
|
+
[BoneName.WRIST_R, new THREE.Euler(.5, 0, 0, "XYZ")],
|
|
1588
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
1589
|
+
]),
|
|
1590
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.3, .4, .7)]])
|
|
1591
|
+
},
|
|
1592
|
+
{
|
|
1593
|
+
time: .28,
|
|
1594
|
+
easing: "ease-in",
|
|
1595
|
+
boneRotations: new Map([
|
|
1596
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1597
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
|
|
1598
|
+
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1599
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1600
|
+
]),
|
|
1601
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1602
|
+
}
|
|
1603
|
+
]
|
|
1604
|
+
};
|
|
1605
|
+
/**
|
|
1606
|
+
* ☲ 리 (Li) - Fire Attack 5: Blazing Nerve Chain (연속혈도타격)
|
|
1607
|
+
*
|
|
1608
|
+
* Rapid consecutive strikes to multiple nerve points.
|
|
1609
|
+
* Fire-like speed targeting meridian lines.
|
|
1610
|
+
*
|
|
1611
|
+
* @korean 리연속혈도타격
|
|
1612
|
+
*/
|
|
1613
|
+
var LI_BLAZING_NERVE_CHAIN = {
|
|
1614
|
+
name: "li_blazing_nerve_chain",
|
|
1615
|
+
koreanName: "리 연속혈도타격",
|
|
1616
|
+
duration: .35,
|
|
1617
|
+
loop: false,
|
|
1618
|
+
type: "attack",
|
|
1619
|
+
keyframes: [
|
|
1620
|
+
{
|
|
1621
|
+
time: 0,
|
|
1622
|
+
easing: "ease-out",
|
|
1623
|
+
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.3, -.3, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")]]),
|
|
1624
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1625
|
+
},
|
|
1626
|
+
{
|
|
1627
|
+
time: .08,
|
|
1628
|
+
easing: "linear",
|
|
1629
|
+
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .5, "XYZ")]]),
|
|
1630
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)]])
|
|
1631
|
+
},
|
|
1632
|
+
{
|
|
1633
|
+
time: .16,
|
|
1634
|
+
easing: "linear",
|
|
1635
|
+
boneRotations: new Map([
|
|
1636
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.3, 0, -.2, "XYZ")],
|
|
1637
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.5, "XYZ")],
|
|
1638
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.2, "XYZ")]
|
|
1639
|
+
]),
|
|
1640
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, .2, .6)]])
|
|
1641
|
+
},
|
|
1642
|
+
{
|
|
1643
|
+
time: .24,
|
|
1644
|
+
easing: "linear",
|
|
1645
|
+
boneRotations: new Map([
|
|
1646
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.4, .2, .3, "XYZ")],
|
|
1647
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")],
|
|
1648
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .2, "XYZ")]
|
|
1649
|
+
]),
|
|
1650
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, .4, .7)]])
|
|
1651
|
+
},
|
|
1652
|
+
{
|
|
1653
|
+
time: .35,
|
|
1654
|
+
easing: "ease-in",
|
|
1655
|
+
boneRotations: new Map([
|
|
1656
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1657
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1658
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
1659
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")]
|
|
1660
|
+
]),
|
|
1661
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1662
|
+
}
|
|
1663
|
+
]
|
|
1664
|
+
};
|
|
1665
|
+
/**
|
|
1666
|
+
* ☳ 진 (Jin) - Thunder Attack 4: Thunder Clap Palm (뇌명장)
|
|
1667
|
+
*
|
|
1668
|
+
* Explosive double palm strike like thunderclap.
|
|
1669
|
+
* Creates shockwave-like impact.
|
|
1670
|
+
*
|
|
1671
|
+
* @korean 진뇌명장
|
|
1672
|
+
*/
|
|
1673
|
+
var JIN_THUNDER_CLAP_PALM = {
|
|
1674
|
+
name: "jin_thunder_clap_palm",
|
|
1675
|
+
koreanName: "진 뇌명장",
|
|
1676
|
+
duration: .32,
|
|
1677
|
+
loop: false,
|
|
1678
|
+
type: "attack",
|
|
1679
|
+
keyframes: [
|
|
1680
|
+
{
|
|
1681
|
+
time: 0,
|
|
1682
|
+
easing: "ease-out",
|
|
1683
|
+
boneRotations: new Map([
|
|
1684
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.5, -.8, -.4, "XYZ")],
|
|
1685
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.5, .8, .4, "XYZ")],
|
|
1686
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
1687
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")],
|
|
1688
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(-.1, 0, 0, "XYZ")]
|
|
1689
|
+
]),
|
|
1690
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1691
|
+
},
|
|
1692
|
+
{
|
|
1693
|
+
time: .15,
|
|
1694
|
+
easing: "linear",
|
|
1695
|
+
boneRotations: new Map([
|
|
1696
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.3, .2, .3, "XYZ")],
|
|
1697
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.3, -.2, -.3, "XYZ")],
|
|
1698
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
1699
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.3, "XYZ")],
|
|
1700
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
|
|
1701
|
+
[BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
|
|
1702
|
+
]),
|
|
1703
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .8)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .8)]])
|
|
1704
|
+
},
|
|
1705
|
+
{
|
|
1706
|
+
time: .32,
|
|
1707
|
+
easing: "ease-in",
|
|
1708
|
+
boneRotations: new Map([
|
|
1709
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1710
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .4, .3, "XYZ")],
|
|
1711
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1712
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
1713
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1714
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1715
|
+
]),
|
|
1716
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1717
|
+
}
|
|
1718
|
+
]
|
|
1719
|
+
};
|
|
1720
|
+
/**
|
|
1721
|
+
* ☳ 진 (Jin) - Thunder Attack 5: Shocking Low Kick (벽력하단차기)
|
|
1722
|
+
*
|
|
1723
|
+
* Explosive low kick targeting knee or thigh.
|
|
1724
|
+
* Sudden burst of power to destabilize opponent.
|
|
1725
|
+
*
|
|
1726
|
+
* @korean 진벽력하단차기
|
|
1727
|
+
*/
|
|
1728
|
+
var JIN_SHOCKING_LOW_KICK = {
|
|
1729
|
+
name: "jin_shocking_low_kick",
|
|
1730
|
+
koreanName: "진 벽력하단차기",
|
|
1731
|
+
duration: .3,
|
|
1732
|
+
loop: false,
|
|
1733
|
+
type: "attack",
|
|
1734
|
+
keyframes: [
|
|
1735
|
+
{
|
|
1736
|
+
time: 0,
|
|
1737
|
+
easing: "ease-out",
|
|
1738
|
+
boneRotations: new Map([
|
|
1739
|
+
[BoneName.HIP_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1740
|
+
[BoneName.KNEE_R, new THREE.Euler(-.8, 0, 0, "XYZ")],
|
|
1741
|
+
[BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
1742
|
+
]),
|
|
1743
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1744
|
+
},
|
|
1745
|
+
{
|
|
1746
|
+
time: .12,
|
|
1747
|
+
easing: "linear",
|
|
1748
|
+
boneRotations: new Map([
|
|
1749
|
+
[BoneName.HIP_R, new THREE.Euler(.6, .5, .3, "XYZ")],
|
|
1750
|
+
[BoneName.KNEE_R, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
1751
|
+
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
1752
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1753
|
+
]),
|
|
1754
|
+
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.3, 0, .7)]])
|
|
1755
|
+
},
|
|
1756
|
+
{
|
|
1757
|
+
time: .3,
|
|
1758
|
+
easing: "ease-in",
|
|
1759
|
+
boneRotations: new Map([
|
|
1760
|
+
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1761
|
+
[BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1762
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1763
|
+
[BoneName.KNEE_L, new THREE.Euler(-.3, 0, 0, "XYZ")]
|
|
1764
|
+
]),
|
|
1765
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1766
|
+
}
|
|
1767
|
+
]
|
|
1768
|
+
};
|
|
1769
|
+
/**
|
|
1770
|
+
* ☴ 손 (Son) - Wind Attack 4: Gale Force Rush (폭풍돌진)
|
|
1771
|
+
*
|
|
1772
|
+
* Continuous forward pressure with rapid strikes.
|
|
1773
|
+
* Wind-like persistence overwhelming defense.
|
|
1774
|
+
*
|
|
1775
|
+
* @korean 손폭풍돌진
|
|
1776
|
+
*/
|
|
1777
|
+
var SON_GALE_FORCE_RUSH = {
|
|
1778
|
+
name: "son_gale_force_rush",
|
|
1779
|
+
koreanName: "손 폭풍돌진",
|
|
1780
|
+
duration: .45,
|
|
1781
|
+
loop: false,
|
|
1782
|
+
type: "attack",
|
|
1783
|
+
keyframes: [
|
|
1784
|
+
{
|
|
1785
|
+
time: 0,
|
|
1786
|
+
easing: "ease-out",
|
|
1787
|
+
boneRotations: new Map([
|
|
1788
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1789
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1790
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(.1, 0, 0, "XYZ")]
|
|
1791
|
+
]),
|
|
1792
|
+
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .1)]])
|
|
1793
|
+
},
|
|
1794
|
+
{
|
|
1795
|
+
time: .1,
|
|
1796
|
+
easing: "linear",
|
|
1797
|
+
boneRotations: new Map([[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, .2, "XYZ")], [BoneName.ELBOW_R, new THREE.Euler(0, 0, .4, "XYZ")]]),
|
|
1798
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .2)]])
|
|
1799
|
+
},
|
|
1800
|
+
{
|
|
1801
|
+
time: .2,
|
|
1802
|
+
easing: "linear",
|
|
1803
|
+
boneRotations: new Map([
|
|
1804
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.3, 0, -.2, "XYZ")],
|
|
1805
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.4, "XYZ")],
|
|
1806
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.2, -.2, -.2, "XYZ")]
|
|
1807
|
+
]),
|
|
1808
|
+
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, .6)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .3)]])
|
|
1809
|
+
},
|
|
1810
|
+
{
|
|
1811
|
+
time: .3,
|
|
1812
|
+
easing: "linear",
|
|
1813
|
+
boneRotations: new Map([
|
|
1814
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.4, .2, .3, "XYZ")],
|
|
1815
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
1816
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.2, .2, .2, "XYZ")]
|
|
1817
|
+
]),
|
|
1818
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .7)], [BoneName.PELVIS, new THREE.Vector3(0, 0, .4)]])
|
|
1819
|
+
},
|
|
1820
|
+
{
|
|
1821
|
+
time: .45,
|
|
1822
|
+
easing: "ease-in",
|
|
1823
|
+
boneRotations: new Map([
|
|
1824
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1825
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1826
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
1827
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
1828
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1829
|
+
]),
|
|
1830
|
+
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
1831
|
+
}
|
|
1832
|
+
]
|
|
1833
|
+
};
|
|
1834
|
+
/**
|
|
1835
|
+
* ☴ 손 (Son) - Wind Attack 5: Cutting Wind Palm (절풍장)
|
|
1836
|
+
*
|
|
1837
|
+
* Sharp horizontal palm slice like cutting wind.
|
|
1838
|
+
* Targets throat or brachial plexus.
|
|
1839
|
+
*
|
|
1840
|
+
* @korean 손절풍장
|
|
1841
|
+
*/
|
|
1842
|
+
var SON_CUTTING_WIND_PALM = {
|
|
1843
|
+
name: "son_cutting_wind_palm",
|
|
1844
|
+
koreanName: "손 절풍장",
|
|
1845
|
+
duration: .3,
|
|
1846
|
+
loop: false,
|
|
1847
|
+
type: "attack",
|
|
1848
|
+
keyframes: [
|
|
1849
|
+
{
|
|
1850
|
+
time: 0,
|
|
1851
|
+
easing: "ease-out",
|
|
1852
|
+
boneRotations: new Map([
|
|
1853
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.8, -.4, "XYZ")],
|
|
1854
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .6, "XYZ")],
|
|
1855
|
+
[BoneName.WRIST_R, new THREE.Euler(0, -.5, 0, "XYZ")],
|
|
1856
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.3, 0, "XYZ")]
|
|
1857
|
+
]),
|
|
1858
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1859
|
+
},
|
|
1860
|
+
{
|
|
1861
|
+
time: .12,
|
|
1862
|
+
easing: "linear",
|
|
1863
|
+
boneRotations: new Map([
|
|
1864
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.2, .6, .3, "XYZ")],
|
|
1865
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
1866
|
+
[BoneName.WRIST_R, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
1867
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .4, 0, "XYZ")],
|
|
1868
|
+
[BoneName.PELVIS, new THREE.Euler(0, .3, 0, "XYZ")]
|
|
1869
|
+
]),
|
|
1870
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.4, .3, .6)]])
|
|
1871
|
+
},
|
|
1872
|
+
{
|
|
1873
|
+
time: .3,
|
|
1874
|
+
easing: "ease-in",
|
|
1875
|
+
boneRotations: new Map([
|
|
1876
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
1877
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1878
|
+
[BoneName.WRIST_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1879
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1880
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")]
|
|
1881
|
+
]),
|
|
1882
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1883
|
+
}
|
|
1884
|
+
]
|
|
1885
|
+
};
|
|
1886
|
+
/**
|
|
1887
|
+
* ☵ 감 (Gam) - Water Attack 4: Undertow Pull (역류당기기)
|
|
1888
|
+
*
|
|
1889
|
+
* Grabbing motion pulling opponent off balance.
|
|
1890
|
+
* Uses water-like redirection of force.
|
|
1891
|
+
*
|
|
1892
|
+
* @korean 감역류당기기
|
|
1893
|
+
*/
|
|
1894
|
+
var GAM_UNDERTOW_PULL = {
|
|
1895
|
+
name: "gam_undertow_pull",
|
|
1896
|
+
koreanName: "감 역류당기기",
|
|
1897
|
+
duration: .4,
|
|
1898
|
+
loop: false,
|
|
1899
|
+
type: "attack",
|
|
1900
|
+
keyframes: [
|
|
1901
|
+
{
|
|
1902
|
+
time: 0,
|
|
1903
|
+
easing: "ease-out",
|
|
1904
|
+
boneRotations: new Map([
|
|
1905
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.3, 0, -.2, "XYZ")],
|
|
1906
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.3, 0, .2, "XYZ")],
|
|
1907
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .8, "XYZ")],
|
|
1908
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.8, "XYZ")]
|
|
1909
|
+
]),
|
|
1910
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(.1, 0, .5)], [BoneName.HAND_L, new THREE.Vector3(-.1, 0, .5)]])
|
|
1911
|
+
},
|
|
1912
|
+
{
|
|
1913
|
+
time: .18,
|
|
1914
|
+
easing: "linear",
|
|
1915
|
+
boneRotations: new Map([
|
|
1916
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.3, -.4, "XYZ")],
|
|
1917
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.4, .3, .4, "XYZ")],
|
|
1918
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
1919
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
|
|
1920
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
1921
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
1922
|
+
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
1923
|
+
]),
|
|
1924
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1925
|
+
},
|
|
1926
|
+
{
|
|
1927
|
+
time: .4,
|
|
1928
|
+
easing: "ease-in",
|
|
1929
|
+
boneRotations: new Map([
|
|
1930
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
1931
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
1932
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
1933
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
1934
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1935
|
+
[BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")],
|
|
1936
|
+
[BoneName.KNEE_R, new THREE.Euler(-.2, 0, 0, "XYZ")]
|
|
1937
|
+
]),
|
|
1938
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1939
|
+
}
|
|
1940
|
+
]
|
|
1941
|
+
};
|
|
1942
|
+
/**
|
|
1943
|
+
* ☵ 감 (Gam) - Water Attack 5: Splash Knee (파도무릎)
|
|
1944
|
+
*
|
|
1945
|
+
* Rising knee strike with wave-like motion.
|
|
1946
|
+
* Flows through opponent's guard.
|
|
1947
|
+
*
|
|
1948
|
+
* @korean 감파도무릎
|
|
1949
|
+
*/
|
|
1950
|
+
var GAM_SPLASH_KNEE = {
|
|
1951
|
+
name: "gam_splash_knee",
|
|
1952
|
+
koreanName: "감 파도무릎",
|
|
1953
|
+
duration: .35,
|
|
1954
|
+
loop: false,
|
|
1955
|
+
type: "attack",
|
|
1956
|
+
keyframes: [
|
|
1957
|
+
{
|
|
1958
|
+
time: 0,
|
|
1959
|
+
easing: "ease-out",
|
|
1960
|
+
boneRotations: new Map([
|
|
1961
|
+
[BoneName.HIP_R, new THREE.Euler(-.2, .3, 0, "XYZ")],
|
|
1962
|
+
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
1963
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
1964
|
+
]),
|
|
1965
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1966
|
+
},
|
|
1967
|
+
{
|
|
1968
|
+
time: .07,
|
|
1969
|
+
easing: "ease-out",
|
|
1970
|
+
boneRotations: new Map([
|
|
1971
|
+
[BoneName.HIP_R, new THREE.Euler(.3, .3, 0, "XYZ")],
|
|
1972
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
1973
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
1974
|
+
]),
|
|
1975
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
1976
|
+
},
|
|
1977
|
+
{
|
|
1978
|
+
time: .15,
|
|
1979
|
+
easing: "linear",
|
|
1980
|
+
boneRotations: new Map([
|
|
1981
|
+
[BoneName.HIP_R, new THREE.Euler(.8, .2, 0, "XYZ")],
|
|
1982
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.4, 0, 0, "XYZ")],
|
|
1983
|
+
[BoneName.PELVIS, new THREE.Euler(.15, .2, 0, "XYZ")],
|
|
1984
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, -.2, 0, "XYZ")],
|
|
1985
|
+
[BoneName.KNEE_L, new THREE.Euler(-.4, 0, 0, "XYZ")]
|
|
1986
|
+
]),
|
|
1987
|
+
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(.2, .4, .5)]])
|
|
1988
|
+
},
|
|
1989
|
+
{
|
|
1990
|
+
time: .35,
|
|
1991
|
+
easing: "ease-in",
|
|
1992
|
+
boneRotations: new Map([
|
|
1993
|
+
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1994
|
+
[BoneName.KNEE_R, new THREE.Euler(-.3, 0, 0, "XYZ")],
|
|
1995
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1996
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
1997
|
+
[BoneName.KNEE_L, new THREE.Euler(-.2, 0, 0, "XYZ")]
|
|
1998
|
+
]),
|
|
1999
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
2000
|
+
}
|
|
2001
|
+
]
|
|
2002
|
+
};
|
|
2003
|
+
/**
|
|
2004
|
+
* ☶ 간 (Gan) - Mountain Attack 4: Iron Wall Block Strike (철벽반격)
|
|
2005
|
+
*
|
|
2006
|
+
* Heavy block transitioning to counter punch.
|
|
2007
|
+
* Immovable defense becoming offense.
|
|
2008
|
+
*
|
|
2009
|
+
* @korean 간철벽반격
|
|
2010
|
+
*/
|
|
2011
|
+
var GAN_IRON_WALL_BLOCK_STRIKE = {
|
|
2012
|
+
name: "gan_iron_wall_block_strike",
|
|
2013
|
+
koreanName: "간 철벽반격",
|
|
2014
|
+
duration: .4,
|
|
2015
|
+
loop: false,
|
|
2016
|
+
type: "attack",
|
|
2017
|
+
keyframes: [
|
|
2018
|
+
{
|
|
2019
|
+
time: 0,
|
|
2020
|
+
easing: "ease-out",
|
|
2021
|
+
boneRotations: new Map([
|
|
2022
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.5, .6, .8, "XYZ")],
|
|
2023
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.8, "XYZ")],
|
|
2024
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
2025
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
|
|
2026
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
2027
|
+
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
2028
|
+
]),
|
|
2029
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
2030
|
+
},
|
|
2031
|
+
{
|
|
2032
|
+
time: .18,
|
|
2033
|
+
easing: "linear",
|
|
2034
|
+
boneRotations: new Map([
|
|
2035
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .4, "XYZ")],
|
|
2036
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
|
|
2037
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.5, 0, .3, "XYZ")],
|
|
2038
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .3, "XYZ")],
|
|
2039
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, .3, 0, "XYZ")],
|
|
2040
|
+
[BoneName.PELVIS, new THREE.Euler(0, .2, 0, "XYZ")]
|
|
2041
|
+
]),
|
|
2042
|
+
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, .9)]])
|
|
2043
|
+
},
|
|
2044
|
+
{
|
|
2045
|
+
time: .4,
|
|
2046
|
+
easing: "ease-in",
|
|
2047
|
+
boneRotations: new Map([
|
|
2048
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .3, .3, "XYZ")],
|
|
2049
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
|
|
2050
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.3, -.3, "XYZ")],
|
|
2051
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
|
|
2052
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
2053
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
2054
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
2055
|
+
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
2056
|
+
]),
|
|
2057
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
2058
|
+
}
|
|
2059
|
+
]
|
|
2060
|
+
};
|
|
2061
|
+
/**
|
|
2062
|
+
* ☶ 간 (Gan) - Mountain Attack 5: Boulder Drop Elbow (낙석팔꿈치)
|
|
2063
|
+
*
|
|
2064
|
+
* Heavy descending elbow strike.
|
|
2065
|
+
* Mountain's weight crashing down.
|
|
2066
|
+
*
|
|
2067
|
+
* @korean 간낙석팔꿈치
|
|
2068
|
+
*/
|
|
2069
|
+
var GAN_BOULDER_DROP_ELBOW = {
|
|
2070
|
+
name: "gan_boulder_drop_elbow",
|
|
2071
|
+
koreanName: "간 낙석팔꿈치",
|
|
2072
|
+
duration: .35,
|
|
2073
|
+
loop: false,
|
|
2074
|
+
type: "attack",
|
|
2075
|
+
keyframes: [
|
|
2076
|
+
{
|
|
2077
|
+
time: 0,
|
|
2078
|
+
easing: "ease-out",
|
|
2079
|
+
boneRotations: new Map([
|
|
2080
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-1.2, 0, -.3, "XYZ")],
|
|
2081
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, "XYZ")],
|
|
2082
|
+
[BoneName.KNEE_L, new THREE.Euler(-.6, 0, 0, "XYZ")],
|
|
2083
|
+
[BoneName.KNEE_R, new THREE.Euler(-.6, 0, 0, "XYZ")]
|
|
2084
|
+
]),
|
|
2085
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
2086
|
+
},
|
|
2087
|
+
{
|
|
2088
|
+
time: .15,
|
|
2089
|
+
easing: "linear",
|
|
2090
|
+
boneRotations: new Map([
|
|
2091
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.6, 0, .4, "XYZ")],
|
|
2092
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2, "XYZ")],
|
|
2093
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(.2, 0, 0, "XYZ")],
|
|
2094
|
+
[BoneName.PELVIS, new THREE.Euler(.1, 0, 0, "XYZ")]
|
|
2095
|
+
]),
|
|
2096
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
2097
|
+
},
|
|
2098
|
+
{
|
|
2099
|
+
time: .35,
|
|
2100
|
+
easing: "ease-in",
|
|
2101
|
+
boneRotations: new Map([
|
|
2102
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, 0, -.3, "XYZ")],
|
|
2103
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
2104
|
+
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
2105
|
+
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
2106
|
+
[BoneName.KNEE_L, new THREE.Euler(-.5, 0, 0, "XYZ")],
|
|
2107
|
+
[BoneName.KNEE_R, new THREE.Euler(-.5, 0, 0, "XYZ")]
|
|
2108
|
+
]),
|
|
2109
|
+
bonePositions: /* @__PURE__ */ new Map()
|
|
2110
|
+
}
|
|
2111
|
+
]
|
|
2112
|
+
};
|
|
2113
|
+
/**
|
|
2114
|
+
* ☷ 곤 (Gon) - Earth Attack 4: Quicksand Grab (유사잡기)
|
|
2115
|
+
*
|
|
2116
|
+
* Low grabbing attack pulling opponent into ground.
|
|
2117
|
+
* Earth swallowing motion.
|
|
2118
|
+
*
|
|
2119
|
+
* @korean 곤유사잡기
|
|
2120
|
+
*/
|
|
2121
|
+
var GON_QUICKSAND_GRAB = {
|
|
2122
|
+
name: "gon_quicksand_grab",
|
|
2123
|
+
koreanName: "곤 유사잡기",
|
|
2124
|
+
duration: .45,
|
|
2125
|
+
loop: false,
|
|
2126
|
+
type: "attack",
|
|
2127
|
+
keyframes: [
|
|
2128
|
+
{
|
|
2129
|
+
time: 0,
|
|
2130
|
+
easing: "ease-out",
|
|
2131
|
+
boneRotations: new Map([
|
|
2132
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.4, 0, -.2, "XYZ")],
|
|
2133
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.4, 0, .2, "XYZ")],
|
|
2134
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.3, 0, 0, "XYZ")],
|
|
2135
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
|
|
2136
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
|
|
2137
|
+
]),
|
|
2138
|
+
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.3, 0)]])
|
|
2139
|
+
},
|
|
2140
|
+
{
|
|
2141
|
+
time: .2,
|
|
2142
|
+
easing: "linear",
|
|
2143
|
+
boneRotations: new Map([
|
|
2144
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.6, .3, .3, "XYZ")],
|
|
2145
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.6, -.3, -.3, "XYZ")],
|
|
2146
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1, "XYZ")],
|
|
2147
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1, "XYZ")],
|
|
2148
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.4, 0, 0, "XYZ")]
|
|
2149
|
+
]),
|
|
2150
|
+
bonePositions: new Map([
|
|
2151
|
+
[BoneName.HAND_R, new THREE.Vector3(.2, -.2, .6)],
|
|
2152
|
+
[BoneName.HAND_L, new THREE.Vector3(-.2, -.2, .6)],
|
|
2153
|
+
[BoneName.PELVIS, new THREE.Vector3(0, -.4, 0)]
|
|
2154
|
+
])
|
|
2155
|
+
},
|
|
2156
|
+
{
|
|
2157
|
+
time: .35,
|
|
2158
|
+
easing: "linear",
|
|
2159
|
+
boneRotations: new Map([
|
|
2160
|
+
[BoneName.SHOULDER_R, new THREE.Euler(-.3, -.4, -.3, "XYZ")],
|
|
2161
|
+
[BoneName.SHOULDER_L, new THREE.Euler(-.3, .4, .3, "XYZ")],
|
|
2162
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
|
|
2163
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
|
|
2164
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")]
|
|
2165
|
+
]),
|
|
2166
|
+
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
|
|
2167
|
+
},
|
|
2168
|
+
{
|
|
2169
|
+
time: .45,
|
|
2170
|
+
easing: "ease-in",
|
|
2171
|
+
boneRotations: new Map([
|
|
2172
|
+
[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
|
|
2173
|
+
[BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
|
|
2174
|
+
[BoneName.ELBOW_R, new THREE.Euler(0, 0, .9, "XYZ")],
|
|
2175
|
+
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -.9, "XYZ")],
|
|
2176
|
+
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
|
|
2177
|
+
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
|
|
2178
|
+
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
|
|
2179
|
+
]),
|
|
2180
|
+
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
|
|
2181
|
+
}
|
|
2182
|
+
]
|
|
2183
|
+
};
|
|
2184
|
+
/**
|
|
2185
|
+
* ☷ 곤 (Gon) - Earth Attack 5: Tectonic Slam (지각충돌)
|
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2186
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+
*
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2187
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* Full body slam using low center of gravity.
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2188
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* Earth plate collision force.
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2189
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+
*
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2190
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* @korean 곤지각충돌
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2191
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*/
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2192
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var GON_TECTONIC_SLAM = {
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2193
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name: "gon_tectonic_slam",
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2194
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koreanName: "곤 지각충돌",
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2195
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duration: .5,
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2196
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loop: false,
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2197
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type: "attack",
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2198
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keyframes: [
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2199
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{
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2200
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time: 0,
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2201
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+
easing: "ease-out",
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2202
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+
boneRotations: new Map([
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2203
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[BoneName.SPINE_LOWER, new THREE.Euler(.2, 0, 0, "XYZ")],
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2204
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[BoneName.KNEE_L, new THREE.Euler(-1, 0, 0, "XYZ")],
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2205
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[BoneName.KNEE_R, new THREE.Euler(-1, 0, 0, "XYZ")],
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2206
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[BoneName.SHOULDER_R, new THREE.Euler(-.4, -.5, -.5, "XYZ")],
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2207
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[BoneName.SHOULDER_L, new THREE.Euler(-.4, .5, .5, "XYZ")]
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2208
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]),
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2209
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+
bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.2, 0)]])
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2210
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+
},
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2211
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+
{
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2212
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+
time: .2,
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2213
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+
easing: "linear",
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2214
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+
boneRotations: new Map([
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2215
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[BoneName.SPINE_LOWER, new THREE.Euler(.4, .3, 0, "XYZ")],
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2216
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[BoneName.SPINE_UPPER, new THREE.Euler(.3, .2, 0, "XYZ")],
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2217
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[BoneName.SHOULDER_R, new THREE.Euler(.5, .3, .4, "XYZ")],
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2218
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[BoneName.SHOULDER_L, new THREE.Euler(.5, -.3, -.4, "XYZ")],
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2219
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[BoneName.KNEE_L, new THREE.Euler(-.8, 0, 0, "XYZ")],
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2220
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[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")]
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2221
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]),
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2222
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bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, -.1, .5)]])
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2223
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},
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2224
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{
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2225
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time: .35,
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2226
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easing: "linear",
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2227
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boneRotations: new Map([
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2228
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[BoneName.SPINE_LOWER, new THREE.Euler(.5, .4, 0, "XYZ")],
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2229
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[BoneName.SPINE_UPPER, new THREE.Euler(.4, .3, 0, "XYZ")],
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2230
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[BoneName.SHOULDER_R, new THREE.Euler(.6, .5, .5, "XYZ")],
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2231
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[BoneName.SHOULDER_L, new THREE.Euler(.6, -.5, -.5, "XYZ")]
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2232
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]),
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2233
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bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, .8)]])
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2234
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},
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2235
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{
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2236
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time: .5,
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2237
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easing: "ease-in",
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2238
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boneRotations: new Map([
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2239
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[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
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2240
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[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
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2241
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[BoneName.SHOULDER_R, new THREE.Euler(.3, -.5, -.6, "XYZ")],
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2242
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[BoneName.SHOULDER_L, new THREE.Euler(.3, .5, .6, "XYZ")],
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2243
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[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
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2244
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[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")]
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2245
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]),
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2246
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bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]])
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2247
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}
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2248
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]
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2249
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};
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2250
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new Map([
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2251
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[TrigramStance.GEON, [
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2252
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GEON_BONE_BREAKING_STRIKE_1,
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2253
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GEON_THUNDEROUS_UPPERCUT,
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2254
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GEON_CRUSHING_ELBOW,
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2255
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GEON_DESCENDING_HAMMER,
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2256
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GEON_SPLITTING_PALM
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2257
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]],
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2258
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[TrigramStance.TAE, [
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2259
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TAE_WRIST_LOCK_STRIKE,
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2260
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TAE_FLOWING_ARM_BAR,
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2261
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TAE_SPIRAL_SHOULDER_THROW,
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2262
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TAE_RIPPLING_ELBOW,
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2263
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TAE_FINGER_LOCK_TWIST
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2264
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]],
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2265
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[TrigramStance.LI, [
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2266
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LI_BURNING_FINGER_STRIKE_1,
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2267
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LI_SOLAR_PLEXUS_SPEAR,
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2268
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LI_PHOENIX_EYE_STRIKE,
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2269
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LI_TEMPLE_SPIKE,
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2270
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LI_BLAZING_NERVE_CHAIN
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2271
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]],
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2272
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[TrigramStance.JIN, [
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2273
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JIN_LIGHTNING_STRAIGHT,
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2274
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JIN_SHOCKING_HAMMER_FIST,
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2275
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JIN_EXPLOSIVE_KNEE,
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2276
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JIN_THUNDER_CLAP_PALM,
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2277
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JIN_SHOCKING_LOW_KICK
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2278
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]],
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2279
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[TrigramStance.SON, [
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2280
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SON_WHIRLWIND_COMBO_1,
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2281
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SON_PRESSURE_POINT_CHAIN,
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2282
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SON_PENETRATING_PALM_RUSH,
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2283
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SON_GALE_FORCE_RUSH,
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2284
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SON_CUTTING_WIND_PALM
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2285
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]],
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2286
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[TrigramStance.GAM, [
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2287
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GAM_FLOWING_RIVER_STRIKE,
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2288
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GAM_TIDAL_WAVE_PALM,
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2289
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GAM_WHIRLPOOL_COUNTER,
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2290
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GAM_UNDERTOW_PULL,
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2291
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GAM_SPLASH_KNEE
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2292
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]],
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2293
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[TrigramStance.GAN, [
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2294
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GAN_FORTRESS_COUNTER_STRIKE,
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2295
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GAN_AVALANCHE_HAMMER,
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2296
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GAN_STONE_WALL_THRUST,
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2297
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GAN_IRON_WALL_BLOCK_STRIKE,
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2298
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GAN_BOULDER_DROP_ELBOW
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2299
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]],
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2300
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[TrigramStance.GON, [
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2301
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GON_GROUND_SWEEP_STRIKE,
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2302
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GON_EARTHQUAKE_STOMP,
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2303
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GON_ROOTING_TAKEDOWN,
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2304
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GON_QUICKSAND_GRAB,
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2305
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GON_TECTONIC_SLAM
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2306
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]]
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2307
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]);
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2308
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/**
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2309
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* All attack animations in a single map for easy lookup
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2310
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*
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2311
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* @korean 모든공격애니메이션
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2312
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*/
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2313
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var ALL_ATTACK_ANIMATIONS = new Map([
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2314
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["geon_bone_breaking_strike_1", GEON_BONE_BREAKING_STRIKE_1],
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2315
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["geon_thunderous_uppercut", GEON_THUNDEROUS_UPPERCUT],
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2316
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["geon_crushing_elbow", GEON_CRUSHING_ELBOW],
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2317
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["geon_descending_hammer", GEON_DESCENDING_HAMMER],
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2318
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["geon_splitting_palm", GEON_SPLITTING_PALM],
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2319
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["tae_wrist_lock_strike", TAE_WRIST_LOCK_STRIKE],
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2320
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["tae_flowing_arm_bar", TAE_FLOWING_ARM_BAR],
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2321
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["tae_spiral_shoulder_throw", TAE_SPIRAL_SHOULDER_THROW],
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2322
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["tae_rippling_elbow", TAE_RIPPLING_ELBOW],
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2323
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["tae_finger_lock_twist", TAE_FINGER_LOCK_TWIST],
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2324
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["li_burning_finger_strike_1", LI_BURNING_FINGER_STRIKE_1],
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2325
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["li_solar_plexus_spear", LI_SOLAR_PLEXUS_SPEAR],
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2326
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["li_phoenix_eye_strike", LI_PHOENIX_EYE_STRIKE],
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2327
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["li_temple_spike", LI_TEMPLE_SPIKE],
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2328
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["li_blazing_nerve_chain", LI_BLAZING_NERVE_CHAIN],
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2329
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["jin_lightning_straight", JIN_LIGHTNING_STRAIGHT],
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2330
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["jin_shocking_hammer_fist", JIN_SHOCKING_HAMMER_FIST],
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2331
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["jin_explosive_knee", JIN_EXPLOSIVE_KNEE],
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2332
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["jin_thunder_clap_palm", JIN_THUNDER_CLAP_PALM],
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2333
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["jin_shocking_low_kick", JIN_SHOCKING_LOW_KICK],
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2334
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["son_whirlwind_combo_1", SON_WHIRLWIND_COMBO_1],
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2335
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["son_pressure_point_chain", SON_PRESSURE_POINT_CHAIN],
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2336
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["son_penetrating_palm_rush", SON_PENETRATING_PALM_RUSH],
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2337
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["son_gale_force_rush", SON_GALE_FORCE_RUSH],
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2338
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["son_cutting_wind_palm", SON_CUTTING_WIND_PALM],
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2339
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["gam_flowing_river_strike", GAM_FLOWING_RIVER_STRIKE],
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2340
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["gam_tidal_wave_palm", GAM_TIDAL_WAVE_PALM],
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2341
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["gam_whirlpool_counter", GAM_WHIRLPOOL_COUNTER],
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2342
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["gam_undertow_pull", GAM_UNDERTOW_PULL],
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2343
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["gam_splash_knee", GAM_SPLASH_KNEE],
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2344
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["gan_fortress_counter_strike", GAN_FORTRESS_COUNTER_STRIKE],
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2345
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["gan_avalanche_hammer", GAN_AVALANCHE_HAMMER],
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2346
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["gan_stone_wall_thrust", GAN_STONE_WALL_THRUST],
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2347
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["gan_iron_wall_block_strike", GAN_IRON_WALL_BLOCK_STRIKE],
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2348
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["gan_boulder_drop_elbow", GAN_BOULDER_DROP_ELBOW],
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2349
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["gon_ground_sweep_strike", GON_GROUND_SWEEP_STRIKE],
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2350
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["gon_earthquake_stomp", GON_EARTHQUAKE_STOMP],
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2351
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["gon_rooting_takedown", GON_ROOTING_TAKEDOWN],
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2352
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["gon_quicksand_grab", GON_QUICKSAND_GRAB],
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2353
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["gon_tectonic_slam", GON_TECTONIC_SLAM]
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2354
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]);
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2355
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/**
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2356
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* Get an attack animation by name
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2357
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*
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2358
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* @param name - Animation name
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2359
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* @returns Skeletal animation or undefined
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2360
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*
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2361
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* @korean 공격애니메이션가져오기
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2362
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*/
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2363
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function getAttackAnimation(name) {
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2364
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return ALL_ATTACK_ANIMATIONS.get(name);
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|
2365
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}
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2366
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//#endregion
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2367
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export { ALL_ATTACK_ANIMATIONS, GAM_FLOWING_RIVER_STRIKE, GAM_TIDAL_WAVE_PALM, GAM_WHIRLPOOL_COUNTER, GAN_AVALANCHE_HAMMER, GAN_FORTRESS_COUNTER_STRIKE, GAN_STONE_WALL_THRUST, GEON_BONE_BREAKING_STRIKE_1, GEON_CRUSHING_ELBOW, GEON_THUNDEROUS_UPPERCUT, GON_EARTHQUAKE_STOMP, GON_GROUND_SWEEP_STRIKE, GON_ROOTING_TAKEDOWN, JIN_EXPLOSIVE_KNEE, JIN_LIGHTNING_STRAIGHT, JIN_SHOCKING_HAMMER_FIST, LI_BURNING_FINGER_STRIKE_1, LI_PHOENIX_EYE_STRIKE, LI_SOLAR_PLEXUS_SPEAR, SON_PENETRATING_PALM_RUSH, SON_PRESSURE_POINT_CHAIN, SON_WHIRLWIND_COMBO_1, TAE_FLOWING_ARM_BAR, TAE_SPIRAL_SHOULDER_THROW, TAE_WRIST_LOCK_STRIKE, getAttackAnimation };
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2368
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+
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2369
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+
//# sourceMappingURL=StanceAttackAnimations.js.map
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