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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@@ -1388,6 +1388,8 @@ export async function createFieldView(host, options = {}) {
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}
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case 'heal': { const v = views.get(e[1]); if (v) fx.heal(v, Number(e[2]) || 0); break; }
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case 'skill': { const v = views.get(e[1]); if (v) { v.setSkill?.(!!e[2]); fx.skill(v, !!e[2]); } break; }
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// the skill slot an enemy ability casts (PR #275): the view swaps to that slot's clip (a multi-skill boss's Skill_01..04)
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case 'cast': { const v = views.get(e[1]); if (v) v.setSkillSlot?.(e[2] | 0); break; }
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case 'die': {
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const v = views.get(e[1]);
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const used = consumedIds.delete(e[1]);
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