feedback1 WD: forms reach late views, stable enemy shapes, review fixes
- Every form change goes through content setForm(): the unit keeps it (e.form) and UnitInfo publishes it, so a view built mid-battle from fieldMeta (a watched teammate's field, 联防 observers, a reconnect) starts in the current form instead of the first-form model. - Enemy profile (dmgType) and Unit moving / form are initialised at spawn: one object shape for the sim's hot loop (the boss-field bench is back at the base speed). - 转译基底·α: an HP loss cannot knock out its original form (no death clip). - 假想敌:再生: 1 s 重生 and walking 傀儡 cited from PRTS; shields within 1.8 as the 再生状态 begins. - Renderer: a 重生's closing clip (and the ember's stand-up clip) is timed from the fx dur to end with it, so the next form attacks on its own clips. - Docs: ASSETS FORMS list, SIM form fx, PLAYING 隐匿 wording.
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@@ -12,8 +12,10 @@
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// deploy() 'Start' once, then base
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// die() die clip once (callers fade out afterwards)
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// stunned (setBase('stun')) stun clip, or the current track frozen at timeScale 0
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// setForm(roles, change) another clip set of the skeleton (an enemy's mode), after a change clip
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// (no attack cuts the change clip short)
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// setForm(roles, change, end) another clip set of the skeleton (an enemy's mode), after a change clip
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// (no attack cuts the change clip short); `end` = { clip, in, roles? }: a
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// closing clip timed to end `in` s from now (a 重生's last clip ends with the
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// 重生), landing in `roles`
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// update(dt) advances the skeleton (autoUpdate is off: one clock for everything)
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// Attack mode lasts until ~1.4 attack intervals without a new attack, then the end clip (if any) and base.
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@@ -81,7 +83,10 @@ export class SpineActor {
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}
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try { this.spine.stateData.defaultMix = 0.12; } catch { /* ignore */ }
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this.base = 'idle';
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this.mode = 'base'; // base | attack | skillBegin | deploy | die | stun
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this.mode = 'base'; // base | attack | skillBegin | deploy | die | stun | change
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this.endClip = null; // setForm's closing clip, played as a change clip once the clock reaches endAt,
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this.endAt = 0; // landing in endRoles (the next form's) when given
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this.endRoles = null;
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this.skillOn = false;
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this.attackUntil = 0;
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this.clock = 0;
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@@ -119,22 +124,34 @@ export class SpineActor {
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/**
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* Another clip set of the same skeleton — an enemy's mode (render/units.js FORMS: 掠海漂移体's 爬行模式 plays its *_02
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* clips): `roles` override the manifest roles (null = back to them); `change` = a transition clip played once first
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* (also while stunned: the pose it ends in is the one a stun then holds).
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* (also while stunned: the pose it ends in is the one a stun then holds). `end` = { clip, in, roles? } (game s): a
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* closing clip played the same way so that it ends `in` s from now, landing in `roles` — a leader's 重生 ends on its
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* last clip while the sim still holds it, and the next form starts on its own clips.
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*/
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setForm(roles, change = null) {
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setForm(roles, change = null, end = null) {
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const anims = this.entry?.anims || {};
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this.roles = roles ? { ...anims, ...roles } : anims;
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this.endClip = null;
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if (this.dead) return;
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if (change && this.has(change)) {
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this.stunWanted = this.mode === 'stun';
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this.frozen = false;
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this.mode = 'change';
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this._play(change, false, { mix: 0.08 });
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this.changeUntil = this.clock + this.dur(change);
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} else if (this.mode === 'base') this._play(this._baseName(), true);
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if (end && this.has(end.clip) && end.in > 0) {
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this.endClip = end.clip;
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this.endAt = this.clock + Math.max(0, end.in - this.dur(end.clip));
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this.endRoles = end.roles || null;
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}
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if (change && this.has(change)) this._change(change);
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else if (this.mode === 'base') this._play(this._baseName(), true);
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else if (this.mode === 'stun' && this.has(this.roles.stun?.loop)) this._play(this.roles.stun.loop, true);
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}
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/** Play a form's transition clip once; attacks and the resting state wait for it (mode 'change'). */
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_change(clip) {
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if (this.mode !== 'change') this.stunWanted = this.mode === 'stun';
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this.frozen = false;
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this.mode = 'change';
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this._play(clip, false, { mix: 0.08 });
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this.changeUntil = this.clock + this.dur(clip);
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}
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has(name) { return !!name && this.names.has(name); }
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dur(name) { const d = this.durations[name]; return typeof d === 'number' && d > 0 ? d : this._durFromData(name); }
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@@ -339,6 +356,12 @@ export class SpineActor {
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update(dt) {
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this.clock += dt;
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if (this.endClip && this.clock >= this.endAt) {
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const clip = this.endClip;
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this.endClip = null;
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if (this.endRoles) this.roles = { ...(this.entry?.anims || {}), ...this.endRoles };
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if (!this.dead) this._change(clip);
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}
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if (this.windUntil != null && this.clock >= this.windUntil) {
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// a compressed wind-up reached its strike frame: back to the rhythm speed (attack() also does it)
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this.windUntil = null;
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