mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-16 12:09:03 +00:00
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@@ -47,3 +47,23 @@ renderFrameId | toApplyInputFrameId
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..., ..., ..., 368 | 90
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369, 370, 371, 372 | 91
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373, 374, 375, ... | 92
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|
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# Would using UDP instead of TCP yield better synchronization performance?
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Yes, but with non-trivial efforts.
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## Neat advantage using UDP
|
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Let's check an actual use case. As soon as an inputFrame becomes all-confirmed, the server should downsync it to all active players -- and upon reception loss of the packet containing this "all-confirmed downsync inputFrame" to a certain player, the server MUST retransmit another packet containing the same inputFrame to that player.
|
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|
||||
To apply UDP on this use case, additional `ack & retransmission mechanism` would be required, which is a moderately difficult task -- don't just pick a 3rd party lib using TCP flow-control alike `sliding window mechanism`, e.g. [RUDP](https://www.geeksforgeeks.org/reliable-user-datagram-protocol-rudp/)! Here's why.
|
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|
||||
Assume that the server is downsyncing `sequence of packets[#1, #2, #3, #4, #5, #6, #7, #8, #9, #10]`, when using TCP we get the advantage that each active player is guaranteed to receive that same sequence in the same order -- however in a bad, lossy network when `packet#2` got lost several times for a certain player whose reception window size is just 5, it has to wait for the arrival of `packet#2` at `[_, #3, #4, #5, #6]`, thus unable to process `[#7, #8, #9, #10]` which could contain `unpredictable inputFrame` while `#2` being `correct prediction` for that player.
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|
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That's so neat but still an advantage for using UDP! Yet if the TCP flow-control alike `sliding window mechanism` is employed on UDP, such advantage'd be compromised.
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|
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To summarize, if UDP is used we need
|
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- an `ack & retransmission mechanism` built on top of it to guarantee reception of critical packets for active players, and
|
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- reception order is not necessary to be reserved (mimic [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) to maintain `lastAllConfirmedInputFrameId`), but
|
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- TCP flow-control alike `sliding window mechanism` should be avoided to gain advantage over TCP.
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|
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## Additional hassles to care about using UDP
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When using UDP, it's also necessary to verify authorization of each incoming packet, e.g. by simple time limited symmetric key, due to being connectionless.
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|
7
MULTIHIT_ROADMAP.md
Normal file
7
MULTIHIT_ROADMAP.md
Normal file
@@ -0,0 +1,7 @@
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Major goals
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- Create several skills that can be chained by pressing "btnA" 3 times, while the 2nd skill cancels the last hit of 1st skill before the latters' FramesToRecover is over, same goes with 2nd->3rd transition.
|
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- Note that each skill can contain "multihit".
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||||
|
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Minor goals
|
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- Split jumping anim into "once" part and "keep" part, depending on "character.framesElapsedInChState" we should play the corresponding part
|
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- Add new "chState = STUNNED", which is applicable to both on ground and in air, while "inAir && STUNNED", "character.FramesToRecover" is regarded as infinite. If implemented, make the last hit of the aforementioned 3rd skill "pushback opponent to air".
|
27
README.md
27
README.md
@@ -1,25 +1,31 @@
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# Preface
|
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|
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md).
|
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This project is a demo for a websocket-based rollback netcode inspired by [GGPO](https://github.com/pond3r/ggpo/blob/master/doc/README.md). As lots of feedbacks ask for a discussion on using UDP instead, I tried to summarize my personal opinion about it in [ConcerningEdgeCases](./ConcerningEdgeCases.md) -- not necessarily correct but that's indeed a question to face :)
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_(the following gif is sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress)_
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||||
The following video is recorded over INTERNET using an input delay of 4 frames and it feels SMOOTH when playing! Please also checkout [this demo video](https://pan.baidu.com/s/1ML6hNupaPHPJRd5rcTvQvw?pwd=8ruc) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
|
||||
|
||||

|
||||

|
||||
|
||||
Please also checkout [this demo video](https://pan.baidu.com/s/1Lmot9cb0pYylfUvC8G4fDg?pwd=ia97) to see how this demo carries out a full 60fps synchronization with the help of _batched input upsync/downsync_ for satisfying network I/O performance.
|
||||

|
||||
|
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The video mainly shows the following features.
|
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- The backend receives inputs from frontend peers and broadcasts back for synchronization.
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- The game is recovered for a player upon reconnection.
|
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- Both backend(Golang) and frontend(JavaScript) execute collision detection and handle collision contacts by the same algorithm. The backend dynamics is togglable by [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.5.2/battle_srv/models/room.go#L813), but **when turned off the game couldn't support recovery upon reconnection**.
|
||||
All gifs are sped up to ~1.5x for file size reduction, kindly note that animations are resumed from a partial progress!
|
||||
|
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# Notable Features
|
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- Backend dynamics toggle via [Room.BackendDynamicsEnabled](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L786)
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- Recovery upon reconnection (only if backend dynamics is ON)
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- Automatically correction for "slow ticker", especially "active slow ticker" which is well-known to be a headache for input synchronization
|
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- Frame data logging toggle for both frontend & backend, useful for debugging out of sync entities when developing new features
|
||||
|
||||
_(how input delay roughly works)_
|
||||
|
||||

|
||||
|
||||
_(how rollback-and-chase in this project roughly works)_
|
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_(how rollback-and-chase in this project roughly works, kindly note that by the current implementation, each frontend only maintains a `lastAllConfirmedInputFrameId` for all the other peers, because the backend only downsyncs all-confirmed inputFrames, see [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) for more information -- if a serverless peer-to-peer communication is seriously needed here, consider porting [markConfirmationIfApplicable](https://github.com/genxium/DelayNoMore/blob/v0.9.14/battle_srv/models/room.go#L1085) into frontend for maintaining `lastAllConfirmedInputFrameId` under chaotic reception order of inputFrames from peers)_
|
||||
|
||||

|
||||

|
||||
|
||||
(By use of [GopherJs](https://github.com/gopherjs/gopherjs), the frontend codes for dynamics are now automatically generated)
|
||||

|
||||
|
||||
# 1. Building & running
|
||||
@@ -27,7 +33,8 @@ _(how rollback-and-chase in this project roughly works)_
|
||||
## 1.1 Tools to install
|
||||
### Backend
|
||||
- [Command Line Tools for Xcode](https://developer.apple.com/download/all/?q=command%20line%20tools) (on OSX) or [TDM-GCC](https://jmeubank.github.io/tdm-gcc/download/) (on Windows) (a `make` executable mandatory)
|
||||
- [Golang1.18.6](https://golang.org/dl/) (brought down to 1.18 for GopherJs support, mandatory, in China please try a mirror site like [that of ustc](https://mirrors.ustc.edu.cn/golang/))
|
||||
- [Golang1.18.6](https://golang.org/dl/) (brought down to 1.18 for _GopherJs_ support, mandatory, in China please try a mirror site like [that of ustc](https://mirrors.ustc.edu.cn/golang/))
|
||||
- [GopherJs1.18.0-beta1](https://github.com/gopherjs/gopherjs/tree/v1.18.0-beta1) (optional, only for developemnt)
|
||||
- [MySQL 5.7](https://dev.mysql.com/downloads/windows/installer/5.7.html) (mandatory, for OSX not all versions of 5.7 can be found thus 5.7.24 is recommended)
|
||||
- [Redis 3.0.503 or above](https://redis.io/download/) (mandatory)
|
||||
- [skeema](https://www.skeema.io/) (optional, only for convenient MySQL schema provisioning)
|
||||
|
@@ -10,67 +10,129 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
|
||||
return nil
|
||||
}
|
||||
ret := &pb.RoomDownsyncFrame{
|
||||
Id: rdf.Id,
|
||||
PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)),
|
||||
MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)),
|
||||
CountdownNanos: rdf.CountdownNanos,
|
||||
BackendUnconfirmedMask: rdf.BackendUnconfirmedMask,
|
||||
ShouldForceResync: rdf.ShouldForceResync,
|
||||
PlayerOpPatternToSkillId: make(map[int32]int32),
|
||||
Id: rdf.Id,
|
||||
PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)),
|
||||
BulletLocalIdCounter: rdf.BulletLocalIdCounter,
|
||||
MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)),
|
||||
FireballBullets: make([]*pb.FireballBullet, len(rdf.FireballBullets), len(rdf.FireballBullets)),
|
||||
CountdownNanos: rdf.CountdownNanos,
|
||||
BackendUnconfirmedMask: rdf.BackendUnconfirmedMask,
|
||||
ShouldForceResync: rdf.ShouldForceResync,
|
||||
}
|
||||
|
||||
for i, last := range rdf.PlayersArr {
|
||||
pbPlayer := &pb.PlayerDownsync{
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
JoinIndex: last.JoinIndex,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
Removed: last.Removed,
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
}
|
||||
ret.PlayersArr[i] = pbPlayer
|
||||
}
|
||||
|
||||
for i, last := range rdf.MeleeBullets {
|
||||
pbBullet := &pb.MeleeBullet{
|
||||
BattleLocalId: last.BattleLocalId,
|
||||
StartupFrames: last.StartupFrames,
|
||||
ActiveFrames: last.ActiveFrames,
|
||||
RecoveryFrames: last.RecoveryFrames,
|
||||
RecoveryFramesOnBlock: last.RecoveryFramesOnBlock,
|
||||
RecoveryFramesOnHit: last.RecoveryFramesOnHit,
|
||||
HitboxOffset: last.HitboxOffset,
|
||||
HitStunFrames: last.HitStunFrames,
|
||||
BlockStunFrames: last.BlockStunFrames,
|
||||
Pushback: last.Pushback,
|
||||
ReleaseTriggerType: last.ReleaseTriggerType,
|
||||
Damage: last.Damage,
|
||||
BulletLocalId: last.BattleAttr.BulletLocalId,
|
||||
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
|
||||
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
|
||||
TeamId: last.BattleAttr.TeamId,
|
||||
|
||||
SelfMoveforwardX: last.SelfMoveforwardX,
|
||||
SelfMoveforwardY: last.SelfMoveforwardY,
|
||||
HitboxSizeX: last.HitboxSizeX,
|
||||
HitboxSizeY: last.HitboxSizeY,
|
||||
StartupFrames: last.Bullet.StartupFrames,
|
||||
CancellableStFrame: last.Bullet.CancellableStFrame,
|
||||
CancellableEdFrame: last.Bullet.CancellableEdFrame,
|
||||
ActiveFrames: last.Bullet.ActiveFrames,
|
||||
|
||||
OffenderJoinIndex: last.OffenderJoinIndex,
|
||||
OffenderPlayerId: last.OffenderPlayerId,
|
||||
HitStunFrames: last.Bullet.HitStunFrames,
|
||||
BlockStunFrames: last.Bullet.BlockStunFrames,
|
||||
PushbackVelX: last.Bullet.PushbackVelX,
|
||||
PushbackVelY: last.Bullet.PushbackVelY,
|
||||
Damage: last.Bullet.Damage,
|
||||
|
||||
SelfLockVelX: last.Bullet.SelfLockVelX,
|
||||
SelfLockVelY: last.Bullet.SelfLockVelY,
|
||||
|
||||
HitboxOffsetX: last.Bullet.HitboxOffsetX,
|
||||
HitboxOffsetY: last.Bullet.HitboxOffsetY,
|
||||
HitboxSizeX: last.Bullet.HitboxSizeX,
|
||||
HitboxSizeY: last.Bullet.HitboxSizeY,
|
||||
|
||||
BlowUp: last.Bullet.BlowUp,
|
||||
|
||||
SpeciesId: last.Bullet.SpeciesId,
|
||||
ExplosionFrames: last.Bullet.ExplosionFrames,
|
||||
|
||||
BlState: last.BlState,
|
||||
FramesInBlState: last.FramesInBlState,
|
||||
}
|
||||
ret.MeleeBullets[i] = pbBullet
|
||||
}
|
||||
|
||||
for i, last := range rdf.PlayerOpPatternToSkillId {
|
||||
ret.PlayerOpPatternToSkillId[int32(i)] = int32(last)
|
||||
for i, last := range rdf.FireballBullets {
|
||||
pbBullet := &pb.FireballBullet{
|
||||
BulletLocalId: last.BattleAttr.BulletLocalId,
|
||||
OriginatedRenderFrameId: last.BattleAttr.OriginatedRenderFrameId,
|
||||
OffenderJoinIndex: last.BattleAttr.OffenderJoinIndex,
|
||||
TeamId: last.BattleAttr.TeamId,
|
||||
|
||||
StartupFrames: last.Bullet.StartupFrames,
|
||||
CancellableStFrame: last.Bullet.CancellableStFrame,
|
||||
CancellableEdFrame: last.Bullet.CancellableEdFrame,
|
||||
ActiveFrames: last.Bullet.ActiveFrames,
|
||||
|
||||
HitStunFrames: last.Bullet.HitStunFrames,
|
||||
BlockStunFrames: last.Bullet.BlockStunFrames,
|
||||
PushbackVelX: last.Bullet.PushbackVelX,
|
||||
PushbackVelY: last.Bullet.PushbackVelY,
|
||||
Damage: last.Bullet.Damage,
|
||||
|
||||
SelfLockVelX: last.Bullet.SelfLockVelX,
|
||||
SelfLockVelY: last.Bullet.SelfLockVelY,
|
||||
|
||||
HitboxOffsetX: last.Bullet.HitboxOffsetX,
|
||||
HitboxOffsetY: last.Bullet.HitboxOffsetY,
|
||||
HitboxSizeX: last.Bullet.HitboxSizeX,
|
||||
HitboxSizeY: last.Bullet.HitboxSizeY,
|
||||
|
||||
BlowUp: last.Bullet.BlowUp,
|
||||
|
||||
SpeciesId: last.Bullet.SpeciesId,
|
||||
ExplosionFrames: last.Bullet.ExplosionFrames,
|
||||
|
||||
BlState: last.BlState,
|
||||
FramesInBlState: last.FramesInBlState,
|
||||
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
Speed: last.Speed,
|
||||
}
|
||||
ret.FireballBullets[i] = pbBullet
|
||||
}
|
||||
|
||||
return ret
|
||||
@@ -84,22 +146,31 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
|
||||
|
||||
for _, last := range modelInstances {
|
||||
pbPlayer := &pb.PlayerDownsync{
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
JoinIndex: last.JoinIndex,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
}
|
||||
if withMetaInfo {
|
||||
pbPlayer.Name = last.Name
|
||||
@@ -120,21 +191,33 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
|
||||
|
||||
for _, last := range modelInstances {
|
||||
toRet[last.JoinIndex-1] = &battle.PlayerDownsync{
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
InAir: last.InAir,
|
||||
JoinIndex: last.JoinIndex,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
Id: last.Id,
|
||||
VirtualGridX: last.VirtualGridX,
|
||||
VirtualGridY: last.VirtualGridY,
|
||||
DirX: last.DirX,
|
||||
DirY: last.DirY,
|
||||
VelX: last.VelX,
|
||||
VelY: last.VelY,
|
||||
FramesToRecover: last.FramesToRecover,
|
||||
FramesInChState: last.FramesInChState,
|
||||
ActiveSkillId: last.ActiveSkillId,
|
||||
ActiveSkillHit: last.ActiveSkillHit,
|
||||
FramesInvinsible: last.FramesInvinsible,
|
||||
Speed: last.Speed,
|
||||
BattleState: last.BattleState,
|
||||
CharacterState: last.CharacterState,
|
||||
JoinIndex: last.JoinIndex,
|
||||
BulletTeamId: last.BulletTeamId,
|
||||
ChCollisionTeamId: last.ChCollisionTeamId,
|
||||
Hp: last.Hp,
|
||||
MaxHp: last.MaxHp,
|
||||
ColliderRadius: last.ColliderRadius,
|
||||
InAir: last.InAir,
|
||||
OnWall: last.OnWall,
|
||||
OnWallNormX: last.OnWallNormX,
|
||||
OnWallNormY: last.OnWallNormY,
|
||||
Score: last.Score,
|
||||
Removed: last.Removed,
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -46,9 +46,10 @@ type Player struct {
|
||||
TutorialStage int `db:"tutorial_stage"`
|
||||
|
||||
// other in-battle info fields
|
||||
LastSentInputFrameId int32
|
||||
AckingFrameId int32
|
||||
AckingInputFrameId int32
|
||||
LastReceivedInputFrameId int32
|
||||
LastSentInputFrameId int32
|
||||
AckingFrameId int32
|
||||
AckingInputFrameId int32
|
||||
}
|
||||
|
||||
func ExistPlayerByName(name string) (bool, error) {
|
||||
|
@@ -49,7 +49,7 @@ const (
|
||||
)
|
||||
|
||||
const (
|
||||
DEFAULT_PLAYER_RADIUS = float64(12)
|
||||
DEFAULT_PLAYER_RADIUS = int32(float64(12) * battle.WORLD_TO_VIRTUAL_GRID_RATIO)
|
||||
)
|
||||
|
||||
type RoomBattleState struct {
|
||||
@@ -88,15 +88,16 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
|
||||
}
|
||||
|
||||
type Room struct {
|
||||
Id int32
|
||||
Capacity int
|
||||
collisionSpaceOffsetX float64
|
||||
collisionSpaceOffsetY float64
|
||||
playerOpPatternToSkillId map[int]int
|
||||
Players map[int32]*Player
|
||||
PlayersArr []*Player // ordered by joinIndex
|
||||
Space *resolv.Space
|
||||
CollisionSysMap map[int32]*resolv.Object
|
||||
Id int32
|
||||
Capacity int
|
||||
BattleDurationFrames int32
|
||||
NstDelayFrames int32
|
||||
Players map[int32]*Player
|
||||
PlayersArr []*Player // ordered by joinIndex
|
||||
SpeciesIdList []int32 // ordered by joinIndex
|
||||
CharacterConfigsArr []*battle.CharacterConfig // ordered by joinIndex
|
||||
Space *resolv.Space
|
||||
CollisionSysMap map[int32]*resolv.Object
|
||||
/**
|
||||
* The following `PlayerDownsyncSessionDict` is NOT individually put
|
||||
* under `type Player struct` for a reason.
|
||||
@@ -127,7 +128,7 @@ type Room struct {
|
||||
EffectivePlayerCount int32
|
||||
DismissalWaitGroup sync.WaitGroup
|
||||
InputsBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
|
||||
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange]
|
||||
InputsBufferLock sync.Mutex // Guards [InputsBuffer, LatestPlayerUpsyncedInputFrameId, LastAllConfirmedInputFrameId, LastAllConfirmedInputList, LastAllConfirmedInputFrameIdWithChange, LastIndividuallyConfirmedInputList, player.LastReceivedInputFrameId]
|
||||
RenderFrameBuffer *battle.RingBuffer // Indices are STRICTLY consecutive
|
||||
LatestPlayerUpsyncedInputFrameId int32
|
||||
LastAllConfirmedInputFrameId int32
|
||||
@@ -138,7 +139,6 @@ type Room struct {
|
||||
BackendDynamicsEnabled bool
|
||||
ForceAllResyncOnAnyActiveSlowTicker bool
|
||||
LastRenderFrameIdTriggeredAt int64
|
||||
PlayerDefaultSpeed int32
|
||||
|
||||
BulletBattleLocalIdCounter int32
|
||||
dilutedRollbackEstimatedDtNanos int64
|
||||
@@ -148,7 +148,8 @@ type Room struct {
|
||||
TmxPointsMap StrToVec2DListMap
|
||||
TmxPolygonsMap StrToPolygon2DListMap
|
||||
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
rdfIdToActuallyUsedInput map[int32]*pb.InputFrameDownsync
|
||||
LastIndividuallyConfirmedInputList []uint64
|
||||
}
|
||||
|
||||
func (pR *Room) updateScore() {
|
||||
@@ -168,11 +169,13 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
|
||||
}
|
||||
|
||||
defer pR.onPlayerAdded(playerId)
|
||||
|
||||
pPlayerFromDbInit.AckingFrameId = -1
|
||||
pPlayerFromDbInit.AckingInputFrameId = -1
|
||||
pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.LastReceivedInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
|
||||
pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
|
||||
pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
pPlayerFromDbInit.InAir = true // Hardcoded
|
||||
|
||||
@@ -210,7 +213,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
|
||||
pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
|
||||
pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
|
||||
pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
|
||||
pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
|
||||
|
||||
pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
|
||||
pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded
|
||||
|
||||
@@ -289,35 +292,14 @@ func (pR *Room) ChooseStage() error {
|
||||
|
||||
//Logger.Info("parsed tmx:", zap.Any("stageDiscreteW", stageDiscreteW), zap.Any("strToVec2DListMap", strToVec2DListMap), zap.Any("strToPolygon2DListMap", strToPolygon2DListMap))
|
||||
|
||||
pR.StageDiscreteW = stageDiscreteW
|
||||
pR.StageDiscreteH = stageDiscreteH
|
||||
pR.StageTileW = stageTileW
|
||||
pR.StageTileH = stageTileH
|
||||
pR.SpaceOffsetX = float64((stageDiscreteW * stageTileW) >> 1)
|
||||
pR.SpaceOffsetY = float64((stageDiscreteH * stageTileH) >> 1)
|
||||
pR.TmxPointsMap = strToVec2DListMap
|
||||
pR.TmxPolygonsMap = strToPolygon2DListMap
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 {
|
||||
if renderFrameId < inputDelayFrames {
|
||||
return 0
|
||||
}
|
||||
return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames)
|
||||
}
|
||||
|
||||
func (pR *Room) ConvertToGeneratingRenderFrameId(inputFrameId int32) int32 {
|
||||
return (inputFrameId << pR.InputScaleFrames)
|
||||
}
|
||||
|
||||
func (pR *Room) ConvertToFirstUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
|
||||
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames)
|
||||
}
|
||||
|
||||
func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
|
||||
return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
|
||||
}
|
||||
|
||||
func (pR *Room) RenderFrameBufferString() string {
|
||||
return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, curDynamicsRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
|
||||
}
|
||||
@@ -353,7 +335,20 @@ func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
|
||||
if player.InAir {
|
||||
inAirInt = 1
|
||||
}
|
||||
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover,inAirInt)
|
||||
onWallInt := 0
|
||||
if player.OnWall {
|
||||
onWallInt = 1
|
||||
}
|
||||
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt, onWallInt)
|
||||
|
||||
return s
|
||||
}
|
||||
|
||||
func (pR *Room) fireballDownsyncStr(fireball *battle.FireballBullet) string {
|
||||
if nil == fireball {
|
||||
return ""
|
||||
}
|
||||
s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d}", fireball.BattleAttr.BulletLocalId, fireball.BattleAttr.OriginatedRenderFrameId, fireball.BattleAttr.OffenderJoinIndex, fireball.VirtualGridX, fireball.VirtualGridY, fireball.VelX, fireball.VelY, fireball.DirX, fireball.DirY, fireball.Bullet.HitboxSizeX, fireball.Bullet.HitboxSizeY)
|
||||
|
||||
return s
|
||||
}
|
||||
@@ -383,7 +378,11 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
|
||||
for _, player := range rdf.PlayersArr {
|
||||
playersStrBldr = append(playersStrBldr, pR.playerDownsyncStr(player))
|
||||
}
|
||||
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
|
||||
fireballsStrBldr := make([]string, 0, len(rdf.FireballBullets))
|
||||
for _, fireball := range rdf.FireballBullets {
|
||||
fireballsStrBldr = append(fireballsStrBldr, pR.fireballDownsyncStr(fireball))
|
||||
}
|
||||
s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nfireballs:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), strings.Join(fireballsStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
|
||||
}
|
||||
|
||||
return strings.Join(s, "\n")
|
||||
@@ -397,28 +396,28 @@ func (pR *Room) StartBattle() {
|
||||
|
||||
pR.RenderFrameId = 0
|
||||
|
||||
// [WARNING] Only since battle starts do we have all players bound to certain joinIndexes.
|
||||
for _, player := range pR.Players {
|
||||
opJoinIndexPrefix := (int(player.JoinIndex) << uint(8))
|
||||
pR.playerOpPatternToSkillId[opJoinIndexPrefix+0] = 1 // Hardcoded for now
|
||||
speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
|
||||
if player.JoinIndex == 1 {
|
||||
speciesId = 4096
|
||||
}
|
||||
chosenCh := battle.Characters[speciesId]
|
||||
pR.CharacterConfigsArr[player.JoinIndex-1] = chosenCh
|
||||
pR.SpeciesIdList[player.JoinIndex-1] = int32(speciesId)
|
||||
}
|
||||
Logger.Info("[StartBattle] ", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("SpeciesIdList", pR.SpeciesIdList))
|
||||
|
||||
// Initialize the "collisionSys" as well as "RenderFrameBuffer"
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
kickoffFrameJs := &battle.RoomDownsyncFrame{
|
||||
Id: pR.RenderFrameId,
|
||||
PlayersArr: toJsPlayers(pR.Players),
|
||||
PlayerOpPatternToSkillId: pR.playerOpPatternToSkillId,
|
||||
CountdownNanos: pR.BattleDurationNanos,
|
||||
Id: pR.RenderFrameId,
|
||||
PlayersArr: toJsPlayers(pR.Players),
|
||||
CountdownNanos: pR.BattleDurationNanos,
|
||||
}
|
||||
pR.RenderFrameBuffer.Put(kickoffFrameJs)
|
||||
|
||||
// Refresh "Colliders"
|
||||
spaceW := pR.StageDiscreteW * pR.StageTileW
|
||||
spaceH := pR.StageDiscreteH * pR.StageTileH
|
||||
|
||||
pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
|
||||
pR.refreshColliders(spaceW, spaceH)
|
||||
pR.refreshColliders()
|
||||
|
||||
/*
|
||||
Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
|
||||
@@ -432,7 +431,7 @@ func (pR *Room) StartBattle() {
|
||||
Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
|
||||
}
|
||||
pR.StopBattleForSettlement()
|
||||
Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(false))) // This takes sometime to print
|
||||
Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v:\n%v", pR.Id, pR.RenderFrameId, pR.InputsBufferString(false))) // This takes sometime to print
|
||||
if pR.FrameDataLoggingEnabled {
|
||||
rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
|
||||
os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
|
||||
@@ -481,7 +480,9 @@ func (pR *Room) StartBattle() {
|
||||
continue
|
||||
}
|
||||
kickoffFrameJs := pR.RenderFrameBuffer.GetByFrameId(0).(*battle.RoomDownsyncFrame)
|
||||
pR.sendSafely(toPbRoomDownsyncFrame(kickoffFrameJs), nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
|
||||
pbKickOffRenderFrame := toPbRoomDownsyncFrame(kickoffFrameJs)
|
||||
pbKickOffRenderFrame.SpeciesIdList = pR.SpeciesIdList
|
||||
pR.sendSafely(pbKickOffRenderFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
|
||||
}
|
||||
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
|
||||
}
|
||||
@@ -550,10 +551,6 @@ func (pR *Room) StartBattle() {
|
||||
})
|
||||
}
|
||||
|
||||
func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32) int32 {
|
||||
return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
|
||||
}
|
||||
|
||||
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
|
||||
/*
|
||||
[WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
|
||||
@@ -744,14 +741,11 @@ func (pR *Room) OnDismissed() {
|
||||
|
||||
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
|
||||
pR.BulletBattleLocalIdCounter = 0
|
||||
pR.WorldToVirtualGridRatio = float64(100)
|
||||
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
|
||||
pR.SpAtkLookupFrames = 5
|
||||
pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
|
||||
pR.CollisionMinStep = (int32(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate
|
||||
pR.playerOpPatternToSkillId = make(map[int]int)
|
||||
pR.CollisionMinStep = 8 // the approx minimum distance a player can move per frame in world coordinate
|
||||
pR.Players = make(map[int32]*Player)
|
||||
pR.PlayersArr = make([]*Player, pR.Capacity)
|
||||
pR.SpeciesIdList = make([]int32, pR.Capacity)
|
||||
pR.CharacterConfigsArr = make([]*battle.CharacterConfig, pR.Capacity)
|
||||
pR.CollisionSysMap = make(map[int32]*resolv.Object)
|
||||
pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
|
||||
for _, oldWatchdog := range pR.PlayerActiveWatchdogDict {
|
||||
@@ -768,6 +762,7 @@ func (pR *Room) OnDismissed() {
|
||||
pR.RenderFrameBuffer = battle.NewRingBuffer(pR.RenderCacheSize)
|
||||
pR.InputsBuffer = battle.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
|
||||
pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
|
||||
pR.LastIndividuallyConfirmedInputList = make([]uint64, pR.Capacity)
|
||||
|
||||
pR.LatestPlayerUpsyncedInputFrameId = -1
|
||||
pR.LastAllConfirmedInputFrameId = -1
|
||||
@@ -776,26 +771,20 @@ func (pR *Room) OnDismissed() {
|
||||
|
||||
pR.RenderFrameId = 0
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
pR.InputDelayFrames = 8
|
||||
pR.NstDelayFrames = 16
|
||||
pR.InputScaleFrames = uint32(2)
|
||||
pR.ServerFps = 60
|
||||
|
||||
serverFps := 60
|
||||
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
|
||||
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
|
||||
dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
|
||||
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
|
||||
pR.BattleDurationFrames = 60 * pR.ServerFps
|
||||
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
|
||||
pR.BattleDurationFrames = int32(60 * serverFps)
|
||||
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
|
||||
pR.InputFrameUpsyncDelayTolerance = (pR.NstDelayFrames >> pR.InputScaleFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
|
||||
pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame
|
||||
pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
|
||||
pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame
|
||||
|
||||
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
|
||||
pR.SnapIntoPlatformOverlap = float64(0.1)
|
||||
pR.SnapIntoPlatformThreshold = float64(0.5)
|
||||
pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
|
||||
pR.GravityX = 0
|
||||
pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
|
||||
|
||||
pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
|
||||
|
||||
@@ -914,6 +903,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
pR.Players[playerId].JoinIndex = int32(index) + 1
|
||||
pR.JoinIndexBooleanArr[index] = true
|
||||
|
||||
speciesId := index // FIXME
|
||||
chosenCh := battle.Characters[speciesId]
|
||||
pR.Players[playerId].Speed = chosenCh.Speed
|
||||
|
||||
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
|
||||
playerPosList := *pR.TmxPointsMap["PlayerStartingPos"]
|
||||
if index > len(playerPosList) {
|
||||
@@ -924,7 +917,7 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
if nil == playerPos {
|
||||
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
|
||||
}
|
||||
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
|
||||
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
|
||||
// Hardcoded initial character orientation/facing
|
||||
if 0 == (pR.Players[playerId].JoinIndex % 2) {
|
||||
pR.Players[playerId].DirX = -2
|
||||
@@ -1043,24 +1036,10 @@ func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendInputF
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) shouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
|
||||
for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
|
||||
if (0 <= i) && (0 == (i & ((1 << pR.InputScaleFrames) - 1))) {
|
||||
return true, i
|
||||
}
|
||||
}
|
||||
return false, -1
|
||||
}
|
||||
|
||||
func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputFrameDownsync {
|
||||
/*
|
||||
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked.
|
||||
|
||||
Kindly note that on backend the prefab is much simpler than its frontend counterpart, because frontend will upsync its latest command immediately if there's any change w.r.t. its own prev cmd, thus if no upsync received from a frontend,
|
||||
- EITHER it's due to local lag and bad network,
|
||||
- OR there's no change w.r.t. to its prev cmd.
|
||||
*/
|
||||
|
||||
var currInputFrameDownsync *battle.InputFrameDownsync = nil
|
||||
tmp1 := pR.InputsBuffer.GetByFrameId(inputFrameId) // Would be nil if "pR.InputsBuffer.EdFrameId <= inputFrameId", else if "pR.InputsBuffer.EdFrameId > inputFrameId" is already met, then by now we can just return "tmp1.(*InputFrameDownsync)"
|
||||
if nil == tmp1 {
|
||||
@@ -1072,18 +1051,26 @@ func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputF
|
||||
ConfirmedList: uint64(0),
|
||||
}
|
||||
|
||||
j2 := j - 1
|
||||
tmp2 := pR.InputsBuffer.GetByFrameId(j2)
|
||||
if nil != tmp2 {
|
||||
prevInputFrameDownsync := tmp2.(*battle.InputFrameDownsync)
|
||||
for i, _ := range currInputFrameDownsync.InputList {
|
||||
currInputFrameDownsync.InputList[i] = prevInputFrameDownsync.InputList[i]
|
||||
}
|
||||
}
|
||||
/*
|
||||
[WARNING] Don't reference "pR.InputsBuffer.GetByFrameId(j-1)" to prefab here!
|
||||
|
||||
Otherwise if an ActiveSlowTicker got a forced confirmation sequence like
|
||||
```
|
||||
inputFrame#42 {dx: -2} upsynced;
|
||||
inputFrame#43-50 {dx: +2} ignored by [type#1 forceConfirmation];
|
||||
inputFrame#51 {dx: +2} upsynced;
|
||||
inputFrame#52-60 {dx: +2} ignored by [type#1 forceConfirmation];
|
||||
inputFrame#61 {dx: +2} upsynced;
|
||||
|
||||
...there would be more [type#1 forceConfirmation]s for this ActiveSlowTicker if it doesn't catch up the upsync pace...
|
||||
```
|
||||
, the backend might've been prefabbing TOO QUICKLY and thus still replicating "inputFrame#42" by now for this ActiveSlowTicker, making its graphics inconsistent upon "[type#1 forceConfirmation] at inputFrame#52-60", i.e. as if always dragged to the left while having been controlled to the right for a few frames -- what's worse, the same graphical inconsistence could even impact later "[type#1 forceConfirmation]s" if this ActiveSlowTicker doesn't catch up with the upsync pace!
|
||||
*/
|
||||
|
||||
for i, _ := range currInputFrameDownsync.InputList {
|
||||
// [WARNING] The use of "InputsBufferLock" guarantees that by now "inputFrameId >= pR.InputsBuffer.EdFrameId >= pR.LatestPlayerUpsyncedInputFrameId", thus it's safe to use "pR.LastIndividuallyConfirmedInputList" for prediction.
|
||||
// Don't predict "btnA & btnB"!
|
||||
currInputFrameDownsync.InputList[i] = (currInputFrameDownsync.InputList[i] & uint64(15))
|
||||
currInputFrameDownsync.InputList[i] = (pR.LastIndividuallyConfirmedInputList[i] & uint64(15))
|
||||
}
|
||||
|
||||
pR.InputsBuffer.Put(currInputFrameDownsync)
|
||||
@@ -1105,8 +1092,8 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#1: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId < pR.LastAllConfirmedInputFrameId {
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
|
||||
if clientInputFrameId < player.LastReceivedInputFrameId {
|
||||
Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync#2: roomId=%v, playerId=%v, clientInputFrameId=%v, playerLastReceivedInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, player.LastReceivedInputFrameId, pR.InputsBufferString(false)))
|
||||
continue
|
||||
}
|
||||
if clientInputFrameId > pR.InputsBuffer.EdFrameId {
|
||||
@@ -1118,6 +1105,9 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
targetInputFrameDownsync.InputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
|
||||
targetInputFrameDownsync.ConfirmedList |= uint64(1 << uint32(player.JoinIndex-1))
|
||||
|
||||
player.LastReceivedInputFrameId = clientInputFrameId
|
||||
pR.LastIndividuallyConfirmedInputList[player.JoinIndex-1] = inputFrameUpsync.Encoded
|
||||
|
||||
if clientInputFrameId > pR.LatestPlayerUpsyncedInputFrameId {
|
||||
pR.LatestPlayerUpsyncedInputFrameId = clientInputFrameId
|
||||
}
|
||||
@@ -1170,7 +1160,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
*/
|
||||
snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
refSnapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
|
||||
refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(refRenderFrameIdIfNeeded)
|
||||
if refSnapshotStFrameId < snapshotStFrameId {
|
||||
snapshotStFrameId = refSnapshotStFrameId
|
||||
}
|
||||
@@ -1186,7 +1176,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
totPlayerCnt := uint32(pR.Capacity)
|
||||
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
|
||||
unconfirmedMask := uint64(0)
|
||||
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
|
||||
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + pR.InputFrameUpsyncDelayTolerance + 1) {
|
||||
// Type#1 check whether there's a significantly slow ticker among players
|
||||
oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
|
||||
for j := pR.LastAllConfirmedInputFrameId + 1; j <= pR.LatestPlayerUpsyncedInputFrameId; j++ {
|
||||
@@ -1200,7 +1190,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
|
||||
}
|
||||
if 0 < unconfirmedMask {
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames), pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
}
|
||||
} else {
|
||||
// Type#2 helps resolve the edge case when all players are disconnected temporarily
|
||||
@@ -1237,7 +1227,7 @@ func (pR *Room) produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(uncon
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
|
||||
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32) {
|
||||
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
|
||||
if fromRenderFrameId >= toRenderFrameId {
|
||||
return
|
||||
@@ -1251,7 +1241,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
panic(fmt.Sprintf("collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v", collisionSysRenderFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, pR.RenderFrameBufferString()))
|
||||
}
|
||||
currRenderFrame := currRenderFrameTmp.(*battle.RoomDownsyncFrame)
|
||||
delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
|
||||
delayedInputFrameId := battle.ConvertToDelayedInputFrameId(collisionSysRenderFrameId)
|
||||
if 0 <= delayedInputFrameId {
|
||||
if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
|
||||
panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
|
||||
@@ -1275,29 +1265,16 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
}
|
||||
}
|
||||
|
||||
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId)
|
||||
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr)
|
||||
pR.RenderFrameBuffer.Put(nextRenderFrame)
|
||||
pR.CurDynamicsRenderFrameId++
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
func (pR *Room) refreshColliders() {
|
||||
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
|
||||
|
||||
topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
|
||||
|
||||
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), int(pR.CollisionMinStep), int(pR.CollisionMinStep)) // allocate a new collision space everytime after a battle is settled
|
||||
jsPlayers := toJsPlayers(pR.Players)
|
||||
for _, player := range jsPlayers {
|
||||
wx, wy := battle.VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
|
||||
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
|
||||
playerCollider := battle.GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, player, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
|
||||
pR.Space.Add(playerCollider)
|
||||
// Keep track of the collider in "pR.CollisionSysMap"
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := battle.COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
|
||||
}
|
||||
pR.Space = resolv.NewSpace(int(pR.SpaceOffsetX*2), int(pR.SpaceOffsetY*2), int(pR.CollisionMinStep), int(pR.CollisionMinStep)) // allocate a new collision space everytime after a battle is settled
|
||||
|
||||
for _, player := range pR.Players {
|
||||
joinIndex := player.JoinIndex
|
||||
@@ -1310,7 +1287,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
// For debug-printing only.
|
||||
Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
|
||||
*/
|
||||
barrierCollider := battle.GenerateConvexPolygonCollider(polygon2DUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, nil, "Barrier")
|
||||
barrierCollider := battle.GenerateConvexPolygonCollider(polygon2DUnaligned, pR.SpaceOffsetX, pR.SpaceOffsetY, nil, "Barrier")
|
||||
pR.Space.Add(barrierCollider)
|
||||
}
|
||||
}
|
||||
@@ -1329,8 +1306,8 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
|
||||
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
|
||||
}()
|
||||
|
||||
if ok, thatRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
|
||||
noDelayInputFrameId := pR.ConvertToInputFrameId(thatRenderFrameId, 0)
|
||||
if ok, thatRenderFrameId := battle.ShouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
|
||||
noDelayInputFrameId := battle.ConvertToNoDelayInputFrameId(thatRenderFrameId)
|
||||
pR.getOrPrefabInputFrameDownsync(noDelayInputFrameId)
|
||||
}
|
||||
|
||||
@@ -1341,9 +1318,9 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
|
||||
if 0 <= pR.LastAllConfirmedInputFrameId {
|
||||
dynamicsStartedAt := utils.UnixtimeNano()
|
||||
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
|
||||
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) + 1
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
|
||||
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
|
||||
nextDynamicsRenderFrameId := battle.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId) + 1
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, nextDynamicsRenderFrameId))
|
||||
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
|
||||
*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
|
||||
}
|
||||
|
||||
@@ -1360,12 +1337,12 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
|
||||
if 0 < unconfirmedMask {
|
||||
// [WARNING] As "pR.CurDynamicsRenderFrameId" was just incremented above, "refSnapshotStFrameId" is most possibly larger than "oldLastAllConfirmedInputFrameId + 1", therefore this initial assignment is critical for `ACTIVE NORMAL TICKER`s to receive consecutive ids of inputFrameDownsync.
|
||||
snapshotStFrameId := oldLastAllConfirmedInputFrameId + 1
|
||||
refSnapshotStFrameId := pR.ConvertToInputFrameId(pR.CurDynamicsRenderFrameId-1, pR.InputDelayFrames)
|
||||
refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(pR.CurDynamicsRenderFrameId - 1)
|
||||
if refSnapshotStFrameId < snapshotStFrameId {
|
||||
snapshotStFrameId = refSnapshotStFrameId
|
||||
}
|
||||
inputsBufferSnapshot := pR.produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(unconfirmedMask, snapshotStFrameId, pR.LastAllConfirmedInputFrameId+1)
|
||||
Logger.Debug(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
|
||||
//Logger.Warn(fmt.Sprintf("[forceConfirmation] roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, room.LastAllConfirmedInputFrameId=%v, unconfirmedMask=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, unconfirmedMask))
|
||||
pR.downsyncToAllPlayers(inputsBufferSnapshot)
|
||||
}
|
||||
}
|
||||
@@ -1472,18 +1449,16 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
|
||||
}
|
||||
|
||||
refRenderFrame := tmp.(*battle.RoomDownsyncFrame)
|
||||
refRenderFrame.PlayerOpPatternToSkillId = pR.playerOpPatternToSkillId
|
||||
for i, player := range pR.PlayersArr {
|
||||
refRenderFrame.PlayersArr[i].ColliderRadius = player.ColliderRadius // hardcoded for now
|
||||
}
|
||||
if shouldResync3 {
|
||||
refRenderFrame.ShouldForceResync = true
|
||||
}
|
||||
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
|
||||
pR.sendSafely(toPbRoomDownsyncFrame(refRenderFrame), toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
|
||||
pbRefRenderFrame := toPbRoomDownsyncFrame(refRenderFrame)
|
||||
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
|
||||
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
|
||||
//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
|
||||
if shouldResync1 {
|
||||
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
|
||||
if shouldResync1 || shouldResync3 {
|
||||
Logger.Debug(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
|
||||
}
|
||||
} else {
|
||||
pR.sendSafely(nil, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_INPUT_BATCH, playerId, false)
|
||||
|
File diff suppressed because it is too large
Load Diff
@@ -240,37 +240,23 @@ func Serve(c *gin.Context) {
|
||||
|
||||
// Construct "battleColliderInfo" to downsync
|
||||
bciFrame := &pb.BattleColliderInfo{
|
||||
BoundRoomId: pRoom.Id,
|
||||
StageName: pRoom.StageName,
|
||||
StageDiscreteW: pRoom.StageDiscreteW,
|
||||
StageDiscreteH: pRoom.StageDiscreteH,
|
||||
StageTileW: pRoom.StageTileW,
|
||||
StageTileH: pRoom.StageTileH,
|
||||
BoundRoomId: pRoom.Id,
|
||||
StageName: pRoom.StageName,
|
||||
|
||||
IntervalToPing: int32(Constants.Ws.IntervalToPing),
|
||||
WillKickIfInactiveFor: int32(Constants.Ws.WillKickIfInactiveFor),
|
||||
BattleDurationNanos: pRoom.BattleDurationNanos,
|
||||
|
||||
IntervalToPing: int32(Constants.Ws.IntervalToPing),
|
||||
WillKickIfInactiveFor: int32(Constants.Ws.WillKickIfInactiveFor),
|
||||
BattleDurationNanos: pRoom.BattleDurationNanos,
|
||||
ServerFps: pRoom.ServerFps,
|
||||
InputDelayFrames: pRoom.InputDelayFrames,
|
||||
InputScaleFrames: pRoom.InputScaleFrames,
|
||||
NstDelayFrames: pRoom.NstDelayFrames,
|
||||
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
|
||||
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
|
||||
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
|
||||
RollbackEstimatedDtMillis: pRoom.RollbackEstimatedDtMillis,
|
||||
RollbackEstimatedDtNanos: pRoom.RollbackEstimatedDtNanos,
|
||||
|
||||
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
|
||||
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
|
||||
SpaceOffsetX: pRoom.SpaceOffsetX,
|
||||
SpaceOffsetY: pRoom.SpaceOffsetY,
|
||||
|
||||
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
|
||||
SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
|
||||
JumpingInitVelY: pRoom.JumpingInitVelY,
|
||||
GravityX: pRoom.GravityX,
|
||||
GravityY: pRoom.GravityY,
|
||||
CollisionMinStep: pRoom.CollisionMinStep,
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
CollisionMinStep: pRoom.CollisionMinStep,
|
||||
|
||||
FrameDataLoggingEnabled: pRoom.FrameDataLoggingEnabled,
|
||||
}
|
||||
|
File diff suppressed because one or more lines are too long
@@ -14,3 +14,15 @@ ffmpeg -vsync vfr -i input.gif output%d.png
|
||||
```
|
||||
|
||||
The `-vsync vfr` tells ffmpeg to disrespect the original delays set within the GIF file, otherwise many duplicate frame will be extracted by the default 60FPS.
|
||||
|
||||
More complicated transparent padding example (used when alignment in image source is much more preferred than aligning in codes)
|
||||
```
|
||||
ffmpeg -vsync vfr -i LayDown1.gif -vf "scale=iw:188:force_original_aspect_ratio=decrease,pad=iw:188:0:(oh-ih):color=#00000000,format=rgba" pngs/LayDown1_%d.png
|
||||
```
|
||||
|
||||
The command above uses same input-output width, but pads the output height with a top transparent section such that the output height is fixed to 188px.
|
||||
|
||||
Similarly to crop a gif into pngs.
|
||||
```
|
||||
ffmpeg -vsync vfr -i Idle1.gif -vf "crop=70:ih:(iw-ow-10):0" pngs/Idle1_%d.png
|
||||
```
|
||||
|
BIN
charts/ServerClients.jpg
Normal file
BIN
charts/ServerClients.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 79 KiB |
BIN
charts/internet_fireball_explosion_wallmove_spedup.gif
Normal file
BIN
charts/internet_fireball_explosion_wallmove_spedup.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.7 MiB |
1
collider_visualizer/README.md
Normal file
1
collider_visualizer/README.md
Normal file
@@ -0,0 +1 @@
|
||||
This module is no longer useful, as we can now use GopherJs+OfflineMap to visualize experimental game dynamics.
|
@@ -4,8 +4,10 @@ go 1.18
|
||||
|
||||
require (
|
||||
resolv v0.0.0
|
||||
jsexport v0.0.0
|
||||
)
|
||||
|
||||
replace (
|
||||
resolv => ../resolv_tailored
|
||||
jsexport => ../jsexport
|
||||
)
|
||||
|
File diff suppressed because one or more lines are too long
7
frontend/assets/resources/animation/Explosion.meta
Normal file
7
frontend/assets/resources/animation/Explosion.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.1",
|
||||
"uuid": "c7c2ac6e-f1ea-4233-b6a4-aa5b96b61e17",
|
||||
"isSubpackage": false,
|
||||
"subpackageName": "",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1,55 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Fireball1Explosion",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.26666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "f4ad4f9f-4890-450b-9334-68fe6b903893"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "c6a5994f-251d-4191-a550-dfef979bab59"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "417e58d9-e364-47f7-9364-f31ad3452adc"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "7941215a-2b8c-4798-954b-4f1b16d5f6f5",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1,79 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "MeleeExplosion1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.16666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "ab4866e8-ce52-4bc1-be19-b03687acf0d6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "67cc8a51-0ebe-49db-a941-7aabc5655ecf"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.03333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "367592d0-3566-4b6a-8707-01d6a8dbe34a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "cc336b1e-b5d8-4a89-96fc-7ada0e232389"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "a457cc63-08bd-4cfa-b84a-7287d0343ecf"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "89697d35-cde3-4392-a231-db91d4ede29b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "3815bf7a-0a48-40e0-b791-0a0be9ec0da6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "20e691ee-a0c0-4710-8981-8dee1911e819"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "94e678c5-0780-4f2b-bf3b-86c6c0a75c23"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "af4f9c62-4c7e-43a4-b9b3-dd3effbbbafb"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "954a2924-89df-4df4-93fc-36d2b22e7619",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1,79 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "MeleeExplosion2",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.26666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "89e54317-7835-4d4c-9c04-579da8b33c54"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "2a186e00-a0c5-4c8a-b0ab-c84d56dcee7c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "083168e3-6ccc-4c5b-a800-2554bffc67d4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "d4b12ec9-6f04-493c-91e5-22b1a212262a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.13333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "13038788-b0f9-4714-960b-c98619a0d0ce"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "94c21ed7-94a2-47a4-9537-fe5d9c51d7b0"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2,
|
||||
"value": {
|
||||
"__uuid__": "d5340298-923c-4bd7-9fd7-7a2e029a2b44"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.21666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "c4b145c0-0145-4e09-8559-9ef508d95be8"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.23333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "79398d4d-305e-4987-b199-d9d9649cf490"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "c032eb65-fdf3-41e6-b868-d95df34168df"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "5bd304eb-c8ba-426f-a9ab-5698ac62de85",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1,79 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "MeleeExplosion3",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.26666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "20d9ce6b-d9ab-4402-8c59-770ad0adf570"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.016666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "0654601f-6788-4a2c-aed4-8dfbe1c5fdd0"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.03333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "0913e11a-c796-4b58-94cf-f70b3869deff"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "d6b58622-2cc3-4ee6-a34f-1a18deb73700"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "b83c6261-b86f-4323-ad11-7375cac02a2b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "b458c047-b7b5-4476-996e-d4c1ca85ef9c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.15,
|
||||
"value": {
|
||||
"__uuid__": "3971256a-8120-448e-8adf-de8d67dedfd3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "0e548d92-36c8-4795-b3dc-2bc2cfcd7170"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.21666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "25f94245-87b0-4954-abab-c817c80fed37"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "20d9ce6b-d9ab-4402-8c59-770ad0adf570"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "5054633c-a588-4506-b4ac-eef29b1d8511",
|
||||
"subMetas": {}
|
||||
}
|
@@ -0,0 +1,476 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>frames</key>
|
||||
<dict>
|
||||
<key>Explosion1_1.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{0,506},{71,67}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>Explosion1_10.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{0,577},{71,67}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>Explosion1_2.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{67,506},{71,67}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>Explosion1_3.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{71,67}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{67,577},{71,67}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>Explosion1_4.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
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Normal file
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Normal file
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Normal file
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Normal file
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"__uuid__": "5b1e5aa7-fd82-47ae-a5b2-6d4983d848ed"
|
||||
}
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||||
},
|
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{
|
||||
"frame": 0.48333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "c2945988-b4bb-4583-a5ef-2fa02b23a347"
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||||
}
|
||||
},
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{
|
||||
"frame": 0.5666666666666667,
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"value": {
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"__uuid__": "070ea1e3-9c07-4735-8b94-515ef70216ad"
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}
|
||||
},
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{
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"frame": 0.6666666666666666,
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"value": {
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||||
"__uuid__": "3b8bc5c0-26df-4218-b7dc-134a36080a35"
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||||
}
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},
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||||
{
|
||||
"frame": 1,
|
||||
"value": {
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||||
"__uuid__": "3898259f-a3b0-490d-b260-f86ab5109dfe"
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}
|
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}
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||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
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||||
}
|
@@ -0,0 +1,5 @@
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||||
{
|
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"ver": "2.1.0",
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||||
"uuid": "52b8e47d-715c-4c12-a2c9-6f553e14dc42",
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||||
"subMetas": {}
|
||||
}
|
79
frontend/assets/resources/animation/KnifeGirl/Atk3.anim
Normal file
79
frontend/assets/resources/animation/KnifeGirl/Atk3.anim
Normal file
@@ -0,0 +1,79 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk3",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
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||||
"_duration": 1.0166666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
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||||
"spriteFrame": [
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||||
{
|
||||
"frame": 0,
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||||
"value": {
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||||
"__uuid__": "51ab185b-2271-48b5-a897-af79721d566c"
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||||
}
|
||||
},
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||||
{
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||||
"frame": 0.05,
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||||
"value": {
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||||
"__uuid__": "c29fd95d-7467-4138-9e01-6421af63dd68"
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||||
}
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},
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{
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||||
"frame": 0.1,
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||||
"value": {
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||||
"__uuid__": "3285b5eb-c6be-4cb9-ac60-c506645fee4b"
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}
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},
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{
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"frame": 0.16666666666666666,
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||||
"value": {
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"__uuid__": "13fd4a87-71f4-4b69-a5b3-413d564c35e6"
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}
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},
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{
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"frame": 0.25,
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||||
"value": {
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"__uuid__": "7189e229-00d6-427a-8ea1-d05fbd97824f"
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}
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},
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{
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"frame": 0.45,
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||||
"value": {
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||||
"__uuid__": "d9ccfe33-3db7-4b3a-807c-adb2121fb7c7"
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||||
}
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},
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{
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||||
"frame": 0.6833333333333333,
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||||
"value": {
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||||
"__uuid__": "a51cbc29-0826-46f7-a38b-8b0f996fbace"
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||||
}
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},
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{
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||||
"frame": 0.8833333333333333,
|
||||
"value": {
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||||
"__uuid__": "7e9f3a24-6abc-4b49-a5c5-a0c100865ffc"
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||||
}
|
||||
},
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||||
{
|
||||
"frame": 0.95,
|
||||
"value": {
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||||
"__uuid__": "ecbaeb43-1118-483a-91c9-ff1ff01b7b33"
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||||
}
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||||
},
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||||
{
|
||||
"frame": 1,
|
||||
"value": {
|
||||
"__uuid__": "58afa365-a916-4ec6-aab3-1c87f5332b12"
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||||
}
|
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}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "9b500cb0-8048-4715-81db-cc975c914225",
|
||||
"subMetas": {}
|
||||
}
|
43
frontend/assets/resources/animation/KnifeGirl/Atked1.anim
Normal file
43
frontend/assets/resources/animation/KnifeGirl/Atked1.anim
Normal file
@@ -0,0 +1,43 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atked1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.26666666666666666,
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||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "9b90ae89-7fbe-4bb6-ab15-fc08462f54c5"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "aeb3553a-6de4-4197-9f06-d7cc3fa7c4cf"
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||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
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||||
"value": {
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||||
"__uuid__": "07650461-a7c0-4638-92fc-fa436752c045"
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||||
}
|
||||
},
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||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
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||||
"__uuid__": "ca22d473-83aa-4146-b732-89d0246a2968"
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}
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}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
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||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
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||||
"uuid": "2a50c853-000b-46f3-ae59-1dfb793de814",
|
||||
"subMetas": {}
|
||||
}
|
43
frontend/assets/resources/animation/KnifeGirl/BlownUp1.anim
Normal file
43
frontend/assets/resources/animation/KnifeGirl/BlownUp1.anim
Normal file
@@ -0,0 +1,43 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "BlownUp1",
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||||
"_objFlags": 0,
|
||||
"_native": "",
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||||
"_duration": 0.4166666666666667,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 2,
|
||||
"curveData": {
|
||||
"comps": {
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||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
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"frame": 0,
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"value": {
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"__uuid__": "0ea84f61-4a2f-4ca2-a0b8-b580e027c142"
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||||
}
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},
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{
|
||||
"frame": 0.11666666666666667,
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||||
"value": {
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"__uuid__": "a3a31fcd-a162-456a-9c26-1f32413f87f3"
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}
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},
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{
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"frame": 0.25,
|
||||
"value": {
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||||
"__uuid__": "da4ee0a0-ba66-455c-99d3-9c803a3d0f17"
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}
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},
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{
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"frame": 0.4,
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||||
"value": {
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||||
"__uuid__": "4c058d60-e727-4438-b058-6e51969df458"
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}
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}
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]
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||||
}
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}
|
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},
|
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"events": []
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}
|
@@ -0,0 +1,5 @@
|
||||
{
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"ver": "2.1.0",
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||||
"uuid": "0892a3ea-9da1-4157-825b-0c8ef1c73eeb",
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||||
"subMetas": {}
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}
|
61
frontend/assets/resources/animation/KnifeGirl/Dashing.anim
Normal file
61
frontend/assets/resources/animation/KnifeGirl/Dashing.anim
Normal file
@@ -0,0 +1,61 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Dashing",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
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||||
"_duration": 0.35,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
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"comps": {
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"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "cf396dac-50c9-4389-90c0-55f49fd3276d"
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}
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},
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{
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"frame": 0.05,
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||||
"value": {
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||||
"__uuid__": "b9e4b5d5-c296-48c8-aa60-d22db0e5a632"
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}
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},
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{
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"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "e456c710-69f5-4dcc-9f5d-dd486a9198a1"
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}
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},
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{
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"frame": 0.16666666666666666,
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"value": {
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"__uuid__": "ec6df76f-0004-4216-9b83-449487fe0cda"
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}
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},
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{
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"frame": 0.23333333333333334,
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"value": {
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"__uuid__": "26032d0f-845c-4b96-89a6-d88113ed7827"
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}
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},
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{
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"frame": 0.2833333333333333,
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"value": {
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"__uuid__": "e3e0169c-3c56-4206-a20e-35e4d0471873"
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}
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},
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{
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"frame": 0.3333333333333333,
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"value": {
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"__uuid__": "80b98036-c5de-492b-b0e8-f1703f3a7d20"
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}
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}
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]
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}
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}
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},
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"events": []
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}
|
@@ -0,0 +1,5 @@
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{
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"ver": "2.1.0",
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"uuid": "38b2c892-347b-4009-93f8-65b2ab1614f0",
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"subMetas": {}
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}
|
61
frontend/assets/resources/animation/KnifeGirl/GetUp1.anim
Normal file
61
frontend/assets/resources/animation/KnifeGirl/GetUp1.anim
Normal file
@@ -0,0 +1,61 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "GetUp1",
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||||
"_objFlags": 0,
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||||
"_native": "",
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"_duration": 0.5166666666666667,
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||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
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||||
"curveData": {
|
||||
"comps": {
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||||
"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "3f26b0a4-db13-4a14-b885-5a812073eccf"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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"__uuid__": "23eb42d6-52a2-458d-98a3-2f692dd79398"
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}
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},
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{
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"frame": 0.16666666666666666,
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"value": {
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"__uuid__": "7bd4428c-44f9-4ff8-8d00-d3448a27a0c4"
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}
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},
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{
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"frame": 0.25,
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"value": {
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"__uuid__": "57640cd8-17eb-4279-a118-1ea40174da3c"
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}
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{
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"frame": 0.35,
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"value": {
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"__uuid__": "56a2c954-6d04-433c-8ae4-f1bc7a0e9469"
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}
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},
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{
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"frame": 0.43333333333333335,
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"value": {
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"__uuid__": "b4dc81a3-eb90-4722-9296-5158f004fd4c"
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}
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},
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{
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"frame": 0.5,
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"value": {
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"__uuid__": "c156fa2c-0c4e-4413-80c1-accf8fea4779"
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}
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}
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]
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}
|
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}
|
||||
},
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"events": []
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}
|
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
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||||
"uuid": "7d69868f-d474-4d86-a262-01f1cdd49021",
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"subMetas": {}
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}
|
109
frontend/assets/resources/animation/KnifeGirl/Idle1.anim
Normal file
109
frontend/assets/resources/animation/KnifeGirl/Idle1.anim
Normal file
@@ -0,0 +1,109 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Idle1",
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||||
"_objFlags": 0,
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||||
"_native": "",
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"_duration": 2.0166666666666666,
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||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 2,
|
||||
"curveData": {
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||||
"comps": {
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||||
"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "51ede1f1-5e65-4b69-8fbc-5b7df2a7c90f"
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}
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{
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"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "b0f1ecf7-be41-46a8-bccb-92ee53b4ef88"
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}
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},
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{
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"frame": 0.21666666666666667,
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"value": {
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"__uuid__": "944adaee-5e11-4c55-9573-1d529f21ed4b"
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}
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},
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{
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"frame": 0.31666666666666665,
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"value": {
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"__uuid__": "ede36130-8312-46a2-abe5-ba102bc97822"
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}
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},
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{
|
||||
"frame": 0.45,
|
||||
"value": {
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"__uuid__": "32dbb977-301c-4fbd-a19c-14a5ce0e2f5b"
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}
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},
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{
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"frame": 0.6,
|
||||
"value": {
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||||
"__uuid__": "581c7ab1-451d-46b0-9eeb-24cf3b898924"
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}
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},
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{
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"frame": 0.7666666666666667,
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"value": {
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"__uuid__": "27005132-eda8-4c3f-9f4a-3a6004245e9f"
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||||
}
|
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},
|
||||
{
|
||||
"frame": 0.9166666666666666,
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||||
"value": {
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"__uuid__": "2b339657-aa80-4ab6-a4dd-83e9c12b6a54"
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}
|
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},
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{
|
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"frame": 1.0666666666666667,
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"value": {
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"__uuid__": "08e25a99-158d-4159-8152-6c9047fe9d54"
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{
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"__uuid__": "ab739541-39b5-4758-9b93-6681d6038730"
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}
|
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{
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"frame": 1.3833333333333333,
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"value": {
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||||
"__uuid__": "9ecbf97e-34bc-4c5e-b9e8-4d885a02e0d3"
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||||
}
|
||||
},
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||||
{
|
||||
"frame": 1.5333333333333334,
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||||
"value": {
|
||||
"__uuid__": "e7d9a7c9-47ec-4335-97c9-19ed6ee3d9ce"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 1.7,
|
||||
"value": {
|
||||
"__uuid__": "cf258753-3900-4de4-a0bb-09158500fd9a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 1.85,
|
||||
"value": {
|
||||
"__uuid__": "be7bedfe-7054-4092-89fc-ca397460f140"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 2,
|
||||
"value": {
|
||||
"__uuid__": "b1b467dd-1757-4ff1-9909-3449f74463d8"
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||||
}
|
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}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
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}
|
@@ -0,0 +1,5 @@
|
||||
{
|
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"ver": "2.1.0",
|
||||
"uuid": "5afe50e0-d03f-4d48-a7c0-a350c36e14d4",
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||||
"subMetas": {}
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}
|
55
frontend/assets/resources/animation/KnifeGirl/InAirAtk1.anim
Normal file
55
frontend/assets/resources/animation/KnifeGirl/InAirAtk1.anim
Normal file
@@ -0,0 +1,55 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "InAirAtk1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.38333333333333336,
|
||||
"sample": 60,
|
||||
"speed": 1,
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1631
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist
Normal file
1631
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist
Normal file
File diff suppressed because it is too large
Load Diff
2366
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist.meta
Normal file
2366
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist.meta
Normal file
File diff suppressed because it is too large
Load Diff
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frontend/assets/resources/animation/KnifeGirl/KnifeGirl.png
Normal file
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Normal file
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31
frontend/assets/resources/animation/KnifeGirl/LayDown1.anim
Normal file
31
frontend/assets/resources/animation/KnifeGirl/LayDown1.anim
Normal file
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37
frontend/assets/resources/animation/KnifeGirl/OnWall.anim
Normal file
37
frontend/assets/resources/animation/KnifeGirl/OnWall.anim
Normal file
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frontend/assets/resources/animation/KnifeGirl/Walking.anim
Normal file
97
frontend/assets/resources/animation/KnifeGirl/Walking.anim
Normal file
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frontend/assets/resources/animation/Monk.meta
Normal file
7
frontend/assets/resources/animation/Monk.meta
Normal file
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61
frontend/assets/resources/animation/Monk/Atk1.anim
Normal file
61
frontend/assets/resources/animation/Monk/Atk1.anim
Normal file
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5
frontend/assets/resources/animation/Monk/Atk1.anim.meta
Normal file
5
frontend/assets/resources/animation/Monk/Atk1.anim.meta
Normal file
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"uuid": "d044ab74-be6a-49a2-85ab-eba41922c2cd",
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"subMetas": {}
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}
|
103
frontend/assets/resources/animation/Monk/Atk2.anim
Normal file
103
frontend/assets/resources/animation/Monk/Atk2.anim
Normal file
@@ -0,0 +1,103 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk2",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.6166666666666667,
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"sample": 60,
|
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"speed": 1,
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"wrapMode": 1,
|
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"curveData": {
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"comps": {
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"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "549e581f-5121-4cbb-96e9-b3b8b5b0f227"
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}
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},
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{
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"frame": 0.06666666666666667,
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"value": {
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"__uuid__": "0355243d-755f-497b-b1ff-4ec105f4efe7"
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}
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},
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{
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"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "22386328-484b-441e-9675-6553ede6118c"
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}
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},
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{
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"frame": 0.15,
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"value": {
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"__uuid__": "1ed0eb22-5a20-405f-a15e-8a66348bd025"
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}
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},
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{
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"frame": 0.18333333333333332,
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"value": {
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"__uuid__": "6e12225f-2300-4e0e-bcf6-00049bfbc48f"
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}
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},
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{
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"frame": 0.21666666666666667,
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"value": {
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"__uuid__": "08e1ec2a-500f-4a16-a19d-383de218cc14"
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}
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},
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{
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"frame": 0.25,
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"value": {
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"__uuid__": "024b3ae9-7d24-4057-83d7-4b58f8651ce0"
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}
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},
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{
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"frame": 0.3,
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"value": {
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"__uuid__": "57f241ae-ce40-49ed-bf63-71d016e41e2f"
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}
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},
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{
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"frame": 0.35,
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"value": {
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"__uuid__": "d2685f61-3365-4c14-9fb1-d7b2311871c4"
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}
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},
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{
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"frame": 0.4,
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"value": {
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"__uuid__": "59587d34-25af-42bd-ba0c-747c5f5fa697"
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}
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},
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{
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||||
"frame": 0.45,
|
||||
"value": {
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||||
"__uuid__": "3bceacb5-309a-41e0-bdad-26e85bcf859a"
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||||
}
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},
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{
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||||
"frame": 0.5,
|
||||
"value": {
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||||
"__uuid__": "57f6da9e-f131-4fab-9a3d-f2e894d203aa"
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}
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},
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||||
{
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||||
"frame": 0.55,
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||||
"value": {
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||||
"__uuid__": "c35454f3-535b-4aec-b408-b8174a74556a"
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||||
}
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},
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{
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||||
"frame": 0.6,
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||||
"value": {
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||||
"__uuid__": "24f5b898-42dc-4f67-b6fc-946cdb5e369f"
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}
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}
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]
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}
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||||
}
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||||
},
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||||
"events": []
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||||
}
|
5
frontend/assets/resources/animation/Monk/Atk2.anim.meta
Normal file
5
frontend/assets/resources/animation/Monk/Atk2.anim.meta
Normal file
@@ -0,0 +1,5 @@
|
||||
{
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||||
"ver": "2.1.0",
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||||
"uuid": "2cab337d-df23-476d-8a98-b5f115a52d04",
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||||
"subMetas": {}
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||||
}
|
91
frontend/assets/resources/animation/Monk/Atk3.anim
Normal file
91
frontend/assets/resources/animation/Monk/Atk3.anim
Normal file
@@ -0,0 +1,91 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk3",
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||||
"_objFlags": 0,
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"_native": "",
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"_duration": 0.5333333333333333,
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||||
"sample": 60,
|
||||
"speed": 1,
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||||
"wrapMode": 1,
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"curveData": {
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"comps": {
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||||
"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "d97f6a5f-8e63-40d7-bd14-9dc71e15e5db"
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}
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},
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{
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"frame": 0.03333333333333333,
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"value": {
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"__uuid__": "196bcbf9-e89f-4b26-b736-73e2fa787e50"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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"__uuid__": "3229e023-e63d-4a4e-af72-2b1409ea43c5"
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}
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},
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{
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"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "e2d6e8b8-b468-4edb-b8c3-860bd85ebeae"
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}
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},
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{
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"frame": 0.16666666666666666,
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"value": {
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"__uuid__": "318745eb-06b1-4e7f-88d1-e23e02d99e67"
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}
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},
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{
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"frame": 0.21666666666666667,
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"value": {
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"__uuid__": "bba6f088-0e1f-4a12-9872-41670be1152a"
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}
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},
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{
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"frame": 0.26666666666666666,
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"value": {
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"__uuid__": "2c5de5b2-9009-48fa-bef4-ae34cc94f876"
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}
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},
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{
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"frame": 0.31666666666666665,
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"value": {
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"__uuid__": "6f27b252-6eaf-4b4b-9c5a-46ba899e4845"
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}
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},
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{
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"frame": 0.36666666666666664,
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"value": {
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"__uuid__": "4ebd5c60-efa6-4950-a4c8-74a7a8517333"
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}
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},
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{
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"frame": 0.4166666666666667,
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"value": {
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"__uuid__": "a207290f-4556-4adb-8a11-e1d5ba342550"
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}
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},
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{
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"frame": 0.4666666666666667,
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"value": {
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"__uuid__": "e9d442d2-981d-437d-87c0-085162017de7"
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}
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},
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{
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"frame": 0.5166666666666667,
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"value": {
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"__uuid__": "9b4d5c8c-5ec0-4fd7-a45e-6b0bc8ff9119"
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}
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}
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]
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}
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}
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},
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"events": []
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}
|
5
frontend/assets/resources/animation/Monk/Atk3.anim.meta
Normal file
5
frontend/assets/resources/animation/Monk/Atk3.anim.meta
Normal file
@@ -0,0 +1,5 @@
|
||||
{
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||||
"ver": "2.1.0",
|
||||
"uuid": "504dd9c8-7850-44e8-a944-bbdb2260b18a",
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||||
"subMetas": {}
|
||||
}
|
115
frontend/assets/resources/animation/Monk/Atk4.anim
Normal file
115
frontend/assets/resources/animation/Monk/Atk4.anim
Normal file
@@ -0,0 +1,115 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk4",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.6833333333333333,
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"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
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"comps": {
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"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "a4f724de-140f-472a-be83-731520d3da38"
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}
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},
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{
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"frame": 0.03333333333333333,
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"value": {
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"__uuid__": "3594a12d-5b5c-4dc6-8138-1b48eacf0798"
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}
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},
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{
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"frame": 0.05,
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"value": {
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"__uuid__": "cdef413d-f009-45d3-aeb6-423652fc366d"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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"__uuid__": "688682c4-ea77-4d2c-b1e4-079f5880d3cd"
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}
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},
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{
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"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "ca9f0a44-9977-4b24-8243-ac5536f14bc8"
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}
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},
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{
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"frame": 0.15,
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"value": {
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"__uuid__": "6b4dbc7c-a872-40d6-be0e-4d1a96eddd44"
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}
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},
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{
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"frame": 0.2,
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"value": {
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"__uuid__": "b43c8a38-1d55-4d6b-b6a1-fc888a9e53b5"
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}
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},
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{
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"frame": 0.25,
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"value": {
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"__uuid__": "0eb3d73a-a724-46f3-b1f1-56d315150320"
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}
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},
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{
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"frame": 0.3,
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"value": {
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"__uuid__": "ddac83f4-f0bf-460e-9a83-cc75c69ef024"
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}
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},
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{
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"frame": 0.35,
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"value": {
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"__uuid__": "8e673fdc-2cc8-435c-8a0d-38dcfc7b8600"
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}
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},
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{
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"frame": 0.4,
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"value": {
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"__uuid__": "7a345895-6501-4388-88f6-984992a3799b"
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}
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},
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{
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"frame": 0.4666666666666667,
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"value": {
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"__uuid__": "99b4e340-52ca-4f3e-a86f-ca385ff8797a"
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}
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},
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{
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"frame": 0.5166666666666667,
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"value": {
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"__uuid__": "554d0862-0d1c-4f61-8d47-03362cd9eb1d"
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}
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},
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{
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"frame": 0.5666666666666667,
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"value": {
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"__uuid__": "cd15a283-cf0d-48d4-9162-2d72202baf82"
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}
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},
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{
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"frame": 0.6166666666666667,
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"value": {
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"__uuid__": "b2bb7fdf-2532-408f-a3d1-fe8bf0e34f61"
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}
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},
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{
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"frame": 0.6666666666666666,
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"value": {
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"__uuid__": "435c0195-a5c3-4a8f-9d44-e6f026649b70"
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}
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}
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]
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}
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}
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},
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"events": []
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}
|
5
frontend/assets/resources/animation/Monk/Atk4.anim.meta
Normal file
5
frontend/assets/resources/animation/Monk/Atk4.anim.meta
Normal file
@@ -0,0 +1,5 @@
|
||||
{
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"ver": "2.1.0",
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"uuid": "7e0a1e98-ee5a-446f-bec2-7d72b6916503",
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"subMetas": {}
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}
|
85
frontend/assets/resources/animation/Monk/Atk5.anim
Normal file
85
frontend/assets/resources/animation/Monk/Atk5.anim
Normal file
@@ -0,0 +1,85 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk5",
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||||
"_objFlags": 0,
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"_native": "",
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"_duration": 1.0166666666666666,
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"sample": 60,
|
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"speed": 1,
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||||
"wrapMode": 1,
|
||||
"curveData": {
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"comps": {
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"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "6aa88bb9-0427-496f-ae7d-dc06410e904e"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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"__uuid__": "cdc65f83-c526-48b6-8a96-758b098568fe"
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}
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},
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{
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"frame": 0.16666666666666666,
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"value": {
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"__uuid__": "927636af-2d1d-4801-a546-857f5eeb256d"
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}
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},
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{
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"frame": 0.26666666666666666,
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"value": {
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"__uuid__": "2aeeb833-9151-4160-9775-9e08a376fd63"
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}
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},
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{
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"frame": 0.36666666666666664,
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"value": {
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"__uuid__": "2bd1de9e-30e5-4bc5-b6c3-5c286754b0b7"
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}
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},
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{
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"frame": 0.4666666666666667,
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"value": {
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"__uuid__": "15a6ebb3-289a-46fb-ac94-f6efa0d90510"
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}
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},
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{
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"frame": 0.5833333333333334,
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"value": {
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"__uuid__": "6ca922c0-cb62-4b1b-8773-79685a58bbd6"
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}
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},
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{
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"frame": 0.7,
|
||||
"value": {
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"__uuid__": "d60ceb6f-3a45-47dd-8d3f-bcfe8c919d85"
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}
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},
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{
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"frame": 0.8,
|
||||
"value": {
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"__uuid__": "c313f6a1-e0fa-4321-8336-c32f471b2592"
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}
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},
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{
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"frame": 0.9,
|
||||
"value": {
|
||||
"__uuid__": "bb886d03-7f3e-45c8-acfd-393091f09adb"
|
||||
}
|
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},
|
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{
|
||||
"frame": 1,
|
||||
"value": {
|
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"__uuid__": "1be255c3-f8c9-43ae-be68-2e500e7f1125"
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}
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}
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]
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}
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}
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},
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"events": []
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}
|
5
frontend/assets/resources/animation/Monk/Atk5.anim.meta
Normal file
5
frontend/assets/resources/animation/Monk/Atk5.anim.meta
Normal file
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "0abbd156-980e-475e-9994-3c958bd913fc",
|
||||
"subMetas": {}
|
||||
}
|
31
frontend/assets/resources/animation/Monk/Atked1.anim
Normal file
31
frontend/assets/resources/animation/Monk/Atked1.anim
Normal file
@@ -0,0 +1,31 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atked1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.06666666666666667,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
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"__uuid__": "7ceb8a79-f5bf-4918-afa1-d76a85a571b0"
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||||
}
|
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},
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{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "23ce7632-8b44-4138-b3b2-3e296ba9184c"
|
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}
|
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}
|
||||
]
|
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}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@@ -0,0 +1,5 @@
|
||||
{
|
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"ver": "2.1.0",
|
||||
"uuid": "488ad635-2683-4884-9e93-d1ee67bd0e49",
|
||||
"subMetas": {}
|
||||
}
|
133
frontend/assets/resources/animation/Monk/BlownUp1.anim
Normal file
133
frontend/assets/resources/animation/Monk/BlownUp1.anim
Normal file
@@ -0,0 +1,133 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "BlownUp1",
|
||||
"_objFlags": 0,
|
||||
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91
frontend/assets/resources/animation/Monk/GetUp1.anim
Normal file
91
frontend/assets/resources/animation/Monk/GetUp1.anim
Normal file
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{
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67
frontend/assets/resources/animation/Monk/Idle1.anim
Normal file
67
frontend/assets/resources/animation/Monk/Idle1.anim
Normal file
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{
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5
frontend/assets/resources/animation/Monk/Idle1.anim.meta
Normal file
5
frontend/assets/resources/animation/Monk/Idle1.anim.meta
Normal file
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|
79
frontend/assets/resources/animation/Monk/InAirAtk1.anim
Normal file
79
frontend/assets/resources/animation/Monk/InAirAtk1.anim
Normal file
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|
49
frontend/assets/resources/animation/Monk/InAirAtked1.anim
Normal file
49
frontend/assets/resources/animation/Monk/InAirAtked1.anim
Normal file
@@ -0,0 +1,49 @@
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{
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97
frontend/assets/resources/animation/Monk/LayDown1.anim
Normal file
97
frontend/assets/resources/animation/Monk/LayDown1.anim
Normal file
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2771
frontend/assets/resources/animation/Monk/Monk.plist
Normal file
2771
frontend/assets/resources/animation/Monk/Monk.plist
Normal file
File diff suppressed because it is too large
Load Diff
4038
frontend/assets/resources/animation/Monk/Monk.plist.meta
Normal file
4038
frontend/assets/resources/animation/Monk/Monk.plist.meta
Normal file
File diff suppressed because it is too large
Load Diff
BIN
frontend/assets/resources/animation/Monk/Monk.png
Normal file
BIN
frontend/assets/resources/animation/Monk/Monk.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 259 KiB |
12
frontend/assets/resources/animation/Monk/Monk.png.meta
Normal file
12
frontend/assets/resources/animation/Monk/Monk.png.meta
Normal file
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}
|
85
frontend/assets/resources/animation/Monk/Walking.anim
Normal file
85
frontend/assets/resources/animation/Monk/Walking.anim
Normal file
@@ -0,0 +1,85 @@
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{
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}
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user