feedback6 R21F: enemy animation states, the client part of PR #275 by @xcdoge re-implemented — the resolver gives an enemy every numbered skill clip (anims.skills; the caller's first index stays the primary, operators unchanged, 宴's PREFAB_SPINE_ROLES fix kept), the stun spellings Stun_1 and Dizzy_Begin/Loop/End, a separate run role (Run_Begin/Loop/End); the renderer walks an enemy faster than moveSpeed 1 on its Run cycle (猎狗pro, 深池侦察犬 ×2; [ASSUMED] threshold), swaps an enemy's skill clip on a cast event (UnitView.setSkillSlot; a form in force is kept), and plays the 重生 of 巨大的丑东西 (Revive, then the fleeing 大祭司 Idle_2 / Move_2 / Stun_2) and 自在 (Revive_01); data/assets.json regenerated offline: 18 enemies gain anims.skills, 6 anims.run, 3 a stun clip (巨大的丑东西, 斩胄之剑, 破胄之锤), nothing else; the sim's cast slot (a new event) is not part of it; golden: unchanged
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@@ -242,11 +242,13 @@ Roles = {
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attack: Clip, // play begin once, loop per attack, end when stopping; `via:'idle'` ⇒ add a flash
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attackDown: Clip|null, // _Down variants (target below the unit)
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skill: SkillClip|null, // for the chess's default skill (primary index)
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skills?: { [index]: SkillClip }, // when the char is used with several default skills (backups)
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skills?: { [index]: SkillClip }, // when the char is used with several default skills (backups); an enemy: every
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// numbered skill clip (Skill_01..04 of 盐风主教昆图斯 — the slot a sim `cast` event names, PR #275)
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die: string|null, // null ⇒ a Back model gives way to the Front model's Die (DESIGN §22.1); any other
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// skeleton holds its idle's first frame while it fades out
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move: Clip|null, // enemies: Move_Begin|Move_Start + Move_Loop|Move + Move_End → Run_*
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stun: Clip|null // null ⇒ freeze the track (timeScale 0)
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run?: Clip, // the model's own Run cycle (Run_Begin/Loop/End): an enemy faster than moveSpeed 1 moves on it
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stun: Clip|null // Stun | Stun_1 | Dizzy_Loop (+ *_Begin / *_End); null ⇒ freeze the track (timeScale 0)
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}
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```
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