feedback2 WI: the client draws a dollkeeper's 替身 on its *_B clips (归溟幽灵鲨 Start_B / Idle_B / Die_B / Die_B_2, back on Start_2; 风丸 too) with a 替身 status icon; a form ends in the unit's own skill clips (issue #44)
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@@ -217,9 +217,9 @@ A skill clip may also come from directional-only animations when a model has no
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The resolver's full precedence list is in the header of `tools/assets/anim-roles.mjs`.
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The manifest roles describe an enemy's first form. Enemies whose skeleton holds another form's clip set get it from
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The manifest roles describe a unit's first form. Units whose skeleton holds another form's clip set get it from
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`public/js/render/units.js FORMS` (keyed by Spine id, switched by the `form` of the sim's 'phase' / 'ember' / 'revive'
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/ 'telegraph' / 'stone' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
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/ 'telegraph' / 'stone' / 'substitute' / 'swap' / 'dollEnd' fx — `shared/protocol.js fxForm`; no client stage drops these fx: the runner keeps them through
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catch-up frames and hidden tabs (`keepsState`), the game screen's pre-entry buffer (`keepEarly`) and the render engine's
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event queue (`render/interp.js isCosmeticEvent`) too — or, for a view built mid-battle, UnitInfo `form`, which `render/app.js renderInfo` passes to the view; a
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`change` clip plays once first, an `end` clip is timed from the fx's `dur` to finish as that state ends, keeping the
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@@ -232,6 +232,11 @@ stealth bit only while its 隐匿 is on:
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- the leaders' 重生: 锏 (`Revive1`, `Revive2` held, `Revive3`, then `B_*`), 扎罗 (`A_revive_1` / `_2` / `_3`, then `B_*`),
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“复仇者” (`Revive_Begin` / `_Loop` / `_End`), 杰斯顿 (`C1_Die`, then `C2_*`);
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- 守墓石像 (the statue on `Sleep` [ASSUMED by name], then the flyer's `*_2`).
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- the 傀儡师 operators' <替身> (form `doll` of the sim's 'substitute' / 'swap' / 'dollEnd' fx, DESIGN §22.11; the `*_B`
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clips draw the 替身's own slots and hide the 本体's): 归溟幽灵鲨 `Start_B` (it fades in), `Idle_B`, `Die_B` over its last
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second (it breaks apart and fades), `Die_B_2` when it is knocked out (it collapses), and the 本体 back on `Start_2` (a
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form's `leave` clip); 风丸 `Start_B`, `Idle_B` / `Attack_B` / `Die_B`, the 本体 back on `Start`. Their Back skeletons
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(facing up) only have `Idle_B` (归溟幽灵鲨 also `Start_2`): the missing switch clips are skipped.
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Not mapped (clip names ambiguous): “自在”, “巨大的丑东西”, 主角阵营角色 and “余音” (`*_A` / `*_B`: which of its two forms is A
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is not known) keep their manifest clips.
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@@ -184,6 +184,9 @@ export const FX_KINDS = Object.freeze({
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appear: { a: 'summon', c: 0xb36bff }, copy: { a: 'summon', c: 0xd8b0ff }, manifoldCopy: { a: 'summon', c: 0xd8b0ff }, split: { a: 'summon', c: 0xff9a6a },
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disappear: { a: 'vanish', c: 0xb36bff }, stealth: { a: 'vanish', c: 0x8fa0b0 }, camouflage: { a: 'vanish', c: 0x8fb08f }, phase: { a: 'vanish', c: 0xb36bff },
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substitute: { a: 'vanish', c: 0xd8b0ff }, swap: { a: 'blink', c: 0xd8b0ff }, blink: { a: 'blink', c: 0xb36bff }, teleport: { a: 'blink', c: 0xb36bff },
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// a dollkeeper knocked out as its <替身> (sim professions.js): only its model form goes back to the 本体 for the
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// redeploy — the 替身's death clip already shows the knock-out, nothing is drawn
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dollEnd: { a: 'none', c: 0xd8b0ff },
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ulpiaReturn: { a: 'blink', c: 0x9ff0dc }, manifoldSplit: { a: 'blink', c: 0xd8b0ff },
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// displacement
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pull: { a: 'move', c: 0x9fd4ff }, push: { a: 'move', c: 0xffd9a0 }, displace: { a: 'move', c: 0xd0c0a0 }, lure: { a: 'move', c: 0xffb3ec },
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@@ -14,7 +14,7 @@
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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, end) another clip set of the skeleton (an enemy's mode), after a change clip
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// setForm(roles, change, end) another clip set of the skeleton (an enemy's mode, a 傀儡师's 替身), 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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@@ -121,18 +121,22 @@ export class SpineActor {
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setSkillIndex(index) {
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const anims = this.entry?.anims || {};
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const clip = Number.isInteger(index) && anims.skills ? anims.skills[String(index)] : null;
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this.roles = clip ? { ...anims, skill: clip } : anims;
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this.roles = this.baseRoles = clip ? { ...anims, skill: clip } : anims;
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}
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/** The unit's own roles: the manifest's with its equipped skill's clip (setSkillIndex) — what a form ends in. */
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_baseRoles() { return this.baseRoles || this.entry?.anims || {}; }
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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). `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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* clips), a 傀儡师's 替身: `roles` override the unit's own roles (null = back to them — the equipped skill's clip
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* included); `change` = a transition clip played once first (also while stunned: the pose it ends in is the one a stun
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* then holds). `end` = { clip, in, roles? } (game s): a closing clip played the same way so that it ends `in` s from
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* now, landing in `roles` — a leader's 重生 ends on its last clip while the sim still holds it, and the next form
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* starts on its own clips.
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*/
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setForm(roles, change = null, end = null) {
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const anims = this.entry?.anims || {};
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const anims = this._baseRoles();
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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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@@ -369,7 +373,7 @@ export class SpineActor {
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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.endRoles) this.roles = { ...this._baseRoles(), ...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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@@ -125,6 +125,8 @@ export const STATUS_ICON = Object.freeze({
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silence: 'silence', slow: 'slow', sluggish: 'slow', bind: 'bind', fear: 'fear', tremble: 'fear', weaken: 'weaken',
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levitate: 'levitate', taunt: 'taunt', defDown: 'weaken', resDown: 'weaken', aspdDown: 'slow', disarm: 'silence',
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burn: 'burn', burnBurst: 'burn', neural: 'neural', neuralBurst: 'neural', necrosis: 'necrosis', apoptosis: 'necrosis',
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// a 傀儡师 fighting as its <替身> (sim professions.js buff 'trait:substitute', the 20 s form)
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substitute: 'doll',
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});
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/** Keyword fallbacks for namespaced / content status keys ('ab:frost', 'reed2:scorch', 'skill:shotst_shred' …). */
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@@ -835,7 +835,7 @@ export function fxAtlas() {
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return _fx;
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}
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export const STATUS_KEYS = ['stun', 'freeze', 'cold', 'stealth', 'shield', 'fragile', 'sleep', 'invuln', 'silence', 'slow', 'bind', 'fear', 'weaken', 'levitate', 'taunt', 'burn', 'neural', 'necrosis', 'blocked', 'skill'];
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export const STATUS_KEYS = ['stun', 'freeze', 'cold', 'stealth', 'shield', 'fragile', 'sleep', 'invuln', 'silence', 'slow', 'bind', 'fear', 'weaken', 'levitate', 'taunt', 'burn', 'neural', 'necrosis', 'blocked', 'skill', 'doll'];
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function drawStatusIcon(c, key, x, y, s) {
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const cx = x + s / 2, cy = y + s / 2;
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@@ -930,6 +930,17 @@ function drawStatusIcon(c, key, x, y, s) {
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c.fillStyle = '#ffe066'; star(c, cx, cy, 10, 4.5);
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break;
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}
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case 'doll': {
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// a 傀儡师's <替身>: a puppet hanging from two strings
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disc('rgba(40,25,55,0.92)', '#d8b0ff');
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c.strokeStyle = '#f0dcff'; c.lineWidth = 1.2;
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c.beginPath(); c.moveTo(cx - 6, cy - 12); c.lineTo(cx - 6, cy - 1); c.moveTo(cx + 6, cy - 12); c.lineTo(cx + 6, cy - 1); c.stroke();
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c.fillStyle = '#f0dcff';
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c.beginPath(); c.arc(cx, cy - 5, 3.2, 0, Math.PI * 2); c.fill();
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c.beginPath(); c.moveTo(cx - 6, cy - 1); c.lineTo(cx + 6, cy - 1); c.lineTo(cx + 3, cy + 5); c.lineTo(cx + 5, cy + 11); c.lineTo(cx + 1.5, cy + 11);
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c.lineTo(cx, cy + 6); c.lineTo(cx - 1.5, cy + 11); c.lineTo(cx - 5, cy + 11); c.lineTo(cx - 3, cy + 5); c.closePath(); c.fill();
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break;
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}
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default: disc('rgba(30,30,30,0.9)', '#ccc');
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}
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}
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@@ -143,6 +143,13 @@ export const EL_BAR = Object.freeze({ icon: 0.15, min: 8, max: 15, enemy: 0.8, g
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* clip (`end`) is timed from the 重生's `dur` (the 'telegraph' fx) to end with it, so the second form walks and
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* attacks on its own clips at once (a view that missed the timing — built mid-重生 — skips the closing clip);
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* - 守墓石像 (forms 'stone' → 'fly'): the statue on Sleep [ASSUMED by name], then the flyer's *_2 clips.
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* - the 傀儡师 operators' <替身> (sim professions.js installDollkeeper: form 'doll' from the start of the switch to it
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* until the switch back starts, GitHub issue #44): the skeletons draw it on their *_B clips (their own slots — the
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* 本体's are hidden). 归溟幽灵鲨: Start_B fades it in (the 1 s switch), Idle_B (it never attacks), Die_B breaks it
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* apart over its last second (`end`, timed from the 'substitute' fx's `dur`), the 本体 comes back on Start_2 (`leave`:
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* played when the form ends); knocked out as the 替身 it collapses on Die_B_2 and stays down so. 风丸: Start_B, then
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* Idle_B / Attack_B (her 替身 attacks), Die_B; the 本体 comes back on Start. A Back skeleton (facing UP) only has
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* Idle_B (归溟幽灵鲨 also Start_2): the switch clips it lacks are skipped.
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* A kind without a clip set of this skeleton (barriers, charges, …) changes nothing. 吉兆飞鳞's 晕眩模式 is its Stun clip.
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*/
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const loop = (name, via = null) => Object.freeze(via ? { begin: null, loop: name, end: null, via } : { begin: null, loop: name, end: null });
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@@ -166,7 +173,17 @@ const STATUE = Object.freeze({
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fly: Object.freeze({ change: null, roles: clipSet('Idle_2', 'Move_2', 'Die_2', 'Attack_2') }),
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});
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const JAKILL2 = clipSet('C2_Idle', 'C2_Move', 'C2_Die', 'C2_Attack');
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/** A 傀儡师's 替身 roles: idle `idle`, death `die`, attack `attack` (null: none), no skill clip of its own. */
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const dollRoles = (idle, die, attack = null) => Object.freeze({
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idle, deploy: idle, die, attack: attack ? Object.freeze({ begin: null, loop: attack, end: null }) : null, attackDown: null, skill: null,
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});
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export const FORMS = Object.freeze({
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char_1023_ghost2: Object.freeze({
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doll: Object.freeze({ change: 'Start_B', end: 'Die_B', leave: 'Start_2', roles: dollRoles('Idle_B', 'Die_B_2') }),
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}),
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char_4016_kazema: Object.freeze({
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doll: Object.freeze({ change: 'Start_B', leave: 'Start', roles: dollRoles('Idle_B', 'Die_B', 'Attack_B') }),
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}),
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enemy_1040_bombd: Object.freeze({
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bombed: Object.freeze({
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roles: Object.freeze({
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@@ -467,14 +484,15 @@ export class UnitView {
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* The unit changed mode (the `form` of a sim fx — shared/protocol.js fxForm; `fx` = that fx's extra): the mode's clip
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* set (FORMS) after its change clip, and its closing clip (`end`, landing in the `next` form's clips) timed to end
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* `fx.dur` game s later — the unit is still in this mode while it plays (an ember can be beaten in its last second),
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* so this mode's death clip stays until the next mode's fx; null goes back to the manifest clips; a kind this skeleton
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* has no clip set for (an arts barrier, a broken charge …) changes nothing. Kept for a model built later.
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* so this mode's death clip stays until the next mode's fx; null goes back to the manifest clips (through the old
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* mode's `leave` clip when it has one: a 替身's 本体 coming back); a kind this skeleton has no clip set for (an arts
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* barrier, a broken charge …) changes nothing. Kept for a model built later.
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*/
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setForm(kind, fx = null) {
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const k = typeof kind === 'string' ? kind : null;
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if (k === this.form) return;
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if (k && !FORMS[this.info.spine || this.info.defId]?.[k]) return;
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const had = !!this._formSpec();
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const prev = this._formSpec();
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this.form = k;
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this.info.form = k;
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const f = this._formSpec();
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@@ -486,7 +504,7 @@ export class UnitView {
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const late = fx && Number(fx.late) > 0 ? Number(fx.late) : 0;
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const change = f && f.change && !(late > 0 && late >= (this.actor.dur?.(f.change) ?? Infinity)) ? f.change : null;
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if (f) this.actor.setForm(f.roles, change, f.end && dur > 0 ? { clip: f.end, in: dur, roles: next } : null);
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else if (had) this.actor.setForm(null);
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else if (prev) this.actor.setForm(null, prev.leave && !(late > 0 && late >= (this.actor.dur?.(prev.leave) ?? Infinity)) ? prev.leave : null);
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}
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// ---- HUD -------------------------------------------------------------------------------------------------
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@@ -0,0 +1,200 @@
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// test/render/feedback2-doll.test.js — GitHub issue #44 「归鲨死了没替身」 (DESIGN §22.11), client side: a 傀儡师 fighting as
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// its <替身> is in the model form 'doll' (sim professions.js: fx 'substitute' { form: 'doll', dur } … 'swap' / 'dollEnd'
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// { form: null }, UnitInfo `form`), drawn with the skeleton's *_B clips (render/units.js FORMS): 归溟幽灵鲨's Start_B fades
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// the 替身 in, Idle_B, Die_B breaks it apart over its last second, the 本体 comes back on Start_2 (the form's `leave`
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// clip); knocked out as the 替身 she collapses on Die_B_2 and stays so. 0.1.1 drew the 本体 all along. Headless fake PIXI
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// (test/render/fakepixi.js); the clip meanings are checked on the real skeleton when the assets are fetched.
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import { test, describe, before, after } from 'node:test';
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import assert from 'node:assert/strict';
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import { readFileSync, existsSync } from 'node:fs';
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import { createRequire } from 'node:module';
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import path from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { installFakePixi, fakeViewCtx } from './fakepixi.js';
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import { presetCamera } from '../../public/js/render/projection.js';
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import { statusIconKey } from '../../public/js/render/style.js';
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import { STATUS_KEYS } from '../../public/js/render/textures.js';
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import { fxForm } from '../../shared/protocol.js';
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import { makeBattle, enemyRec } from '../helpers/battleHarness.js';
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import { unitInfo } from '../../server/sim/snapshot.js';
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import { DOLL_SWITCH } from '../../server/sim/professions.js';
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const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
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const assets = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8'));
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const GHOST = 'char_1023_ghost2', KAZEMA = 'char_4016_kazema';
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let fake, UnitView, FORMS, renderInfo;
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before(async () => {
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fake = installFakePixi();
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({ UnitView, FORMS } = await import('../../public/js/render/units.js'));
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({ renderInfo } = await import('../../public/js/render/app.js'));
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});
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after(() => fake.restore());
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const tick = () => new Promise((r) => setImmediate(r));
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const cam = () => presetCamera('normal', { width: 1280, height: 720 });
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/** Asset store with the operator's real Front / Back manifest entries and their animation names. */
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function store(id) {
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const sp = assets.chars[id].spine;
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return {
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picture: () => null,
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image: async () => null,
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hasBack: () => !!sp.back,
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spineEntry: (_, o = {}) => (o.back ? sp.back : sp.front),
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spine: { acquire: async (entry) => ({ animations: Object.keys(entry.animations || {}).map((name) => ({ name })) }), release() {} },
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};
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}
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async function op(id, info = {}) {
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const ctx = fakeViewCtx(fake.P, { assets: store(id), cam });
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const v = new UnitView(ctx, { id: 1, side: 'ally', kind: 'op', defId: id, spine: id, tier: 5, x: 5, y: 9, maxHp: 2657, dir: 'RIGHT', skillIndex: 1, ...info });
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await tick(); await tick();
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assert.ok(v.actor, 'Spine model built');
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return v;
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}
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const clip = (v) => v.actor.current;
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const frames = (v, n, dt = 1 / 60) => { for (let i = 0; i < n; i++) v.update(dt, cam(), i * dt); };
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const secs = (v, s) => frames(v, Math.round(s * 60));
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describe('归溟幽灵鲨\'s 替身 (FORMS doll)', () => {
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test('the clip set exists in her Front skeleton; the Back one (facing UP) only has Idle_B and Start_2', () => {
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const f = FORMS[GHOST].doll;
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const front = assets.chars[GHOST].spine.front.animations, back = assets.chars[GHOST].spine.back.animations;
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for (const name of [f.change, f.end, f.leave, f.roles.idle, f.roles.die]) assert.ok(name in front, name);
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assert.equal(f.roles.attack, null, 'the 替身 never attacks (PRTS 特性备注)');
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assert.equal(f.roles.skill, null);
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for (const name of ['Idle_B', 'Start_2']) assert.ok(name in back, `Back ${name}`);
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for (const name of ['Start_B', 'Die_B', 'Die_B_2']) assert.ok(!(name in back), `no Back ${name}`);
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assert.equal(assets.chars[GHOST].spine.front.anims.idle, 'Idle', 'the manifest keeps the 本体');
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});
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test('the switch: Start_B, Idle_B (no attack clip), Die_B over its last second, the 本体 back on Start_2 with her own skill clip', async () => {
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const v = await op(GHOST, { skillIndex: 2 });
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assert.equal(clip(v), 'Idle');
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const dur = DOLL_SWITCH + 20;
|
||||
v.setForm('doll', { id: 1, form: 'doll', dur });
|
||||
assert.equal(clip(v), 'Start_B', 'the 替身 fades in');
|
||||
secs(v, 1.1);
|
||||
assert.equal(clip(v), 'Idle_B');
|
||||
v.onAttack(null, 2);
|
||||
assert.equal(clip(v), 'Idle_B', 'no attack clip');
|
||||
secs(v, dur - 1 - 1.1 + 0.05);
|
||||
assert.equal(clip(v), 'Die_B', 'it breaks apart over its last second');
|
||||
secs(v, 0.9);
|
||||
v.setForm(null, { id: 1, form: null }); // the sim's 'swap' fx
|
||||
assert.equal(clip(v), 'Start_2', 'the 本体 comes back');
|
||||
secs(v, 1.1);
|
||||
assert.equal(clip(v), 'Idle');
|
||||
v.setSkill(true);
|
||||
assert.equal(clip(v), 'Skill_3_Begin', 'her equipped skill\'s clips again (S3), not the manifest default');
|
||||
v.die();
|
||||
assert.equal(clip(v), 'Die', 'the 本体\'s death clip');
|
||||
});
|
||||
|
||||
test('knocked out as the 替身: Die_B_2, held through the form reset (\'dollEnd\'); the redeploy is the 本体', async () => {
|
||||
const v = await op(GHOST);
|
||||
v.setForm('doll', { dur: 21 });
|
||||
secs(v, 2);
|
||||
v.die();
|
||||
assert.equal(clip(v), 'Die_B_2', 'the 替身 collapses');
|
||||
v.setForm(null, { form: null }); // fx 'dollEnd', after the 'die' event
|
||||
assert.equal(clip(v), 'Die_B_2', 'no Start_2 on a knocked-out view');
|
||||
assert.equal(v.form, null);
|
||||
secs(v, 3);
|
||||
v.onDeploy();
|
||||
assert.equal(clip(v), 'Start', 'redeployed as the 本体');
|
||||
secs(v, 1.2);
|
||||
assert.equal(clip(v), 'Idle');
|
||||
});
|
||||
|
||||
test('a view built while she is the 替身 (UnitInfo form) starts on Idle_B; facing UP the Back model shows the 替身 without the switch clips it lacks', async () => {
|
||||
const v = await op(GHOST, { form: 'doll' });
|
||||
assert.equal(clip(v), 'Idle_B');
|
||||
const up = await op(GHOST, { dir: 'UP' });
|
||||
assert.ok(up.entryBack, 'the Back model');
|
||||
up.setForm('doll', { dur: 21 });
|
||||
assert.equal(clip(up), 'Idle_B', 'no Start_B in the Back skeleton: straight to the 替身');
|
||||
secs(up, 21);
|
||||
up.setForm(null, { form: null });
|
||||
assert.equal(clip(up), 'Start_2', 'its Start_2');
|
||||
const turned = await op(GHOST, { form: 'doll' });
|
||||
turned.setDir('UP');
|
||||
await tick(); await tick();
|
||||
assert.ok(turned.entryBack && clip(turned) === 'Idle_B', 'turned UP mid-form: the Back model keeps the 替身');
|
||||
});
|
||||
|
||||
test('the 替身\'s status icon; a late switch fx skips a change clip that would already have ended', async () => {
|
||||
assert.equal(statusIconKey('trait:substitute'), 'doll');
|
||||
assert.ok(STATUS_KEYS.includes('doll'));
|
||||
const v = await op(GHOST);
|
||||
v.setForm('doll', { dur: 21, late: 1.5 });
|
||||
assert.equal(clip(v), 'Idle_B');
|
||||
v.setForm(null, { form: null, late: 2 });
|
||||
assert.equal(clip(v), 'Idle', 'no Start_2 when it would be over');
|
||||
});
|
||||
});
|
||||
|
||||
test('风丸\'s 替身: Start_B, Idle_B / Attack_B (it attacks), Die_B; the 本体 back on Start', async () => {
|
||||
const anims = assets.chars[KAZEMA].spine.front.animations;
|
||||
for (const name of ['Start_B', 'Idle_B', 'Attack_B', 'Die_B', 'Start']) assert.ok(name in anims, name);
|
||||
const v = await op(KAZEMA);
|
||||
v.setForm('doll', { dur: 21 });
|
||||
assert.equal(clip(v), 'Start_B');
|
||||
secs(v, 1.1);
|
||||
assert.equal(clip(v), 'Idle_B');
|
||||
v.onAttack(null, 2);
|
||||
assert.equal(clip(v), 'Attack_B');
|
||||
secs(v, 3);
|
||||
v.setForm(null, { form: null });
|
||||
assert.equal(clip(v), 'Start');
|
||||
const w = await op(KAZEMA, { form: 'doll' });
|
||||
w.die();
|
||||
assert.equal(clip(w), 'Die_B');
|
||||
});
|
||||
|
||||
test('sim → view: the real 归溟幽灵鲨\'s lethal hit puts UnitInfo `form` doll (renderInfo keeps it) and its fx carry the forms the view switches on', async () => {
|
||||
const h = makeBattle({ autoFinish: false, timeLimit: 60, defs: { enemies: { enemy_dummy: enemyRec({ key: 'enemy_dummy', hp: 1e9, atk: 0, speed: 0 }) } },
|
||||
units: [{ chessId: 'chess_char_5_13_a', row: 9, col: 5 }], enemies: [{ key: 'enemy_dummy', pos: [9, 6] }] });
|
||||
h.step();
|
||||
const g = h.unit('chess_char_5_13_a');
|
||||
const v = await op(GHOST, renderInfo(unitInfo(g)));
|
||||
const apply = () => { for (const e of h.eventsOf('fx')) if (e[4]?.id === g.id && fxForm(e) !== undefined) v.setForm(fxForm(e), e[4]); h.events.length = 0; };
|
||||
h.b.dealDamage(null, g, { amount: 1e9, type: 'true' });
|
||||
apply();
|
||||
assert.equal(renderInfo(unitInfo(g)).form, 'doll');
|
||||
assert.equal(clip(v), 'Start_B');
|
||||
secs(v, 1.1);
|
||||
h.run(DOLL_SWITCH + 20.05);
|
||||
apply();
|
||||
assert.equal(clip(v), 'Start_2', 'back to the 本体');
|
||||
assert.equal(renderInfo(unitInfo(g)).form, undefined);
|
||||
});
|
||||
|
||||
// The clip meanings, read from the official skeleton (tools/assets/skel.mjs's parser, @pixi-spine/runtime-3.8): the *_B
|
||||
// clips draw only the 替身's own slots (names ending in _T), Start_B and Start_2 fade in, Die_B ends faded out (the 替身
|
||||
// gone: the switch back), Die_B_2 keeps it visible (collapsed: a knock-out).
|
||||
const SKEL = path.join(ROOT, `public/assets/spine/op/${GHOST}/front/${GHOST}.skel`);
|
||||
test('the official skeleton: *_B clips are the 替身, Die_B ends gone, Die_B_2 ends down, Start_2 brings the 本体 back', { skip: !existsSync(SKEL) && 'assets not fetched' }, () => {
|
||||
const require = createRequire(path.join(ROOT, 'package.json'));
|
||||
const r = require('@pixi-spine/runtime-3.8'), B = require('@pixi-spine/base');
|
||||
const att = (n) => new r.RegionAttachment(n);
|
||||
const loader = { newRegionAttachment: (s, n) => att(n), newMeshAttachment: (s, n) => new r.MeshAttachment(n), newBoundingBoxAttachment: (s, n) => new r.BoundingBoxAttachment(n), newPathAttachment: (s, n) => new r.PathAttachment(n), newPointAttachment: (s, n) => new r.PointAttachment(n), newClippingAttachment: (s, n) => new r.ClippingAttachment(n) };
|
||||
const data = new r.SkeletonBinary(loader).readSkeletonData(new Uint8Array(readFileSync(SKEL)));
|
||||
const sk = new r.Skeleton(data);
|
||||
/** Slots drawn (attached, alpha > 0) at time t of clip `name`: { doll, body } counts. */
|
||||
const drawn = (name, t) => {
|
||||
const a = data.findAnimation(name);
|
||||
sk.setToSetupPose();
|
||||
a.apply(sk, 0, Math.min(t, a.duration), false, null, 1, B.MixBlend.setup, B.MixDirection.mixIn);
|
||||
let doll = 0, body = 0;
|
||||
for (const s of sk.slots) if (s.attachment && s.color.a > 0.01) { if (/_T\d*$/.test(s.data.name)) doll++; else body++; }
|
||||
return { doll, body };
|
||||
};
|
||||
for (const name of ['Idle_B', 'Start_B', 'Die_B', 'Die_B_2']) assert.equal(drawn(name, 0.5).body, 0, `${name}: no 本体 slot`);
|
||||
for (const name of ['Idle', 'Start_2', 'Die']) assert.equal(drawn(name, 0.5).doll, 0, `${name}: no 替身 slot`);
|
||||
assert.ok(drawn('Idle_B', 0.5).doll > 30, 'Idle_B draws the 替身');
|
||||
assert.equal(drawn('Start_B', 0).doll, 0, 'Start_B: it fades in');
|
||||
assert.equal(drawn('Die_B', 1).doll, 0, 'Die_B: gone at its end');
|
||||
assert.ok(drawn('Die_B_2', 1).doll > 30, 'Die_B_2: still there, collapsed');
|
||||
assert.equal(drawn('Start_2', 0).body, 0, 'Start_2: the 本体 fades in');
|
||||
});
|
||||
Reference in new issue
Block a user