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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sganggs committed 2026-10-07 17:59:11 +08:00
1 parent 14df10a5a3
commit 76a2db7dd0
11 files changed
+315 -19

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@@ -107,6 +107,9 @@ export class SpineActor {
this.endClip = null; // setForm's closing clip, played as a change clip once the clock reaches endAt,
this.endAt = 0; // landing in endRoles (the next form's) when given
this.endRoles = null;
this.skillIndex = null; // the skill slot whose clip `skill` plays (setSkillIndex), null = the manifest's primary
this.runMode = false; // move on the model's own Run cycle (setRunMode)
this.formRoles = null; // the clip set of the form in force (setForm), over the unit's own roles
this.skillOn = false;
this.skillClipOnce = false; // skillBegin: the skill's own clip plays once (a clip with no Begin / own Idle)
this.skillEndPending = false; // … and the skill turned off inside it: play its End clip / base when it ends
@@ -145,12 +148,32 @@ export class SpineActor {
* @param {number|undefined} index 0-based skill index
*/
setSkillIndex(index) {
const anims = this.entry?.anims || {};
const clip = Number.isInteger(index) && anims.skills ? anims.skills[String(index)] : null;
this.roles = this.baseRoles = clip ? { ...anims, skill: clip } : anims;
this.skillIndex = Number.isInteger(index) ? index : null;
this._applyRoles();
}
/** The unit's own roles: the manifest's with its equipped skill's clip (setSkillIndex) — what a form ends in. */
/**
* A fast mover walks on its model's own Run cycle (`anims.run`; PR #275 by @xcdoge): 猎狗pro (moveSpeed 1.9, 行动速度很快)
* ships Move_Loop 0.80 s next to Run_Loop 0.53 s. Composes with setSkillIndex; a model without a Run cycle is unchanged.
*/
setRunMode(on) {
this.runMode = !!on;
this._applyRoles();
}
/** The unit's own roles (the manifest's, its skill slot's clip and the Run cycle applied) under the form in force. */
_applyRoles() {
const anims = this.entry?.anims || {};
const clip = Number.isInteger(this.skillIndex) && anims.skills ? anims.skills[String(this.skillIndex)] : null;
const run = this.runMode && anims.run ? anims.run : null;
const base = clip || run ? { ...anims } : anims;
if (clip) base.skill = clip;
if (run) base.move = run;
this.baseRoles = base;
this.roles = this.formRoles ? { ...base, ...this.formRoles } : base;
}
/** The unit's own roles: the manifest's with its skill slot's clip (setSkillIndex) and Run cycle — what a form ends in. */
_baseRoles() { return this.baseRoles || this.entry?.anims || {}; }
/**
@@ -163,6 +186,7 @@ export class SpineActor {
*/
setForm(roles, change = null, end = null) {
const anims = this._baseRoles();
this.formRoles = roles || null; // kept over a later skill slot (_applyRoles)
this.roles = roles ? { ...anims, ...roles } : anims;
this.endClip = null;
if (this.dead) return;
@@ -464,7 +488,7 @@ export class SpineActor {
if (this.endClip && this.clock >= this.endAt) {
const clip = this.endClip;
this.endClip = null;
if (this.endRoles) this.roles = { ...this._baseRoles(), ...this.endRoles };
if (this.endRoles) { this.formRoles = this.endRoles; this.roles = { ...this._baseRoles(), ...this.endRoles }; }
if (!this.dead) this._change(clip);
}
if (this.windUntil != null && this.clock >= this.windUntil) {