Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Specialized Punch Animations Module
*
* Unique punch variant animations for different martial arts techniques.
* Each animation has distinct biomechanics to visually differentiate techniques.
*
* 특수 주먹 기술 애니메이션 모듈 - 각 기술마다 고유한 동작
*
* @module systems/animation/SpecializedPunchAnimations
* @korean 특수주먹애니메이션
*/
import type { SkeletalAnimation } from "@/types/skeletal";
import { BoneName } from "@/types/skeletal";
import {
MartialArtsAnimationBuilder,
TECHNIQUE_TIMING,
} from "../builders/MartialArtsAnimationBuilder";
// ═══════════════════════════════════════════════════════════════════════════
// SPEAR HAND STRIKES (관수) - Finger Thrust Techniques
// ═══════════════════════════════════════════════════════════════════════════
/**
* Spear Hand Strike - 관수 (Gwansu)
*
* Extended finger thrust targeting soft tissue.
* Li stance technique for precise nerve/pressure point attacks.
*
* Distinct from jab:
* - Fingers extended, not fist
* - Thrust trajectory (linear), not punch arc
* - Targets throat, eyes, solar plexus
*
* @korean 관수애니메이션
*/
export const SPEAR_HAND_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("spear_hand_strike", "관수")
.asAttack(TECHNIQUE_TIMING.FAST.total)
.at(0.1, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.2, 0, -0.3)
.rotate(BoneName.ELBOW_R, 0, 0, -1.2)
.rotate(BoneName.WRIST_R, -0.3, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.25, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.15, 0, 0.1)
.rotate(BoneName.ELBOW_R, 0, 0, -0.05)
.rotate(BoneName.WRIST_R, -0.2, 0, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.3, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.35, "linear")
.rotate(BoneName.SHOULDER_R, 0.2, 0, 0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -0.02)
.rotate(BoneName.WRIST_R, -0.15, 0, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.35, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// NERVE STRIKES (신경타격) - Pressure Point Attacks
// ═══════════════════════════════════════════════════════════════════════════
/**
* Nerve Strike - 신경타격
*
* Precise single-knuckle strike to nerve clusters.
* Li stance precision technique.
*
* Distinct from jab:
* - Single knuckle formation (phoenix eye fist)
* - Shorter range, more precise
* - Snap motion, not power punch
*
* @korean 신경타격애니메이션
*/
export const NERVE_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("nerve_strike", "신경타격")
.asAttack(TECHNIQUE_TIMING.FAST.total)
.at(0.08, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.1, 0, -0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -1.4)
.rotate(BoneName.WRIST_R, 0.2, 0, 0.3)
.done<MartialArtsAnimationBuilder>()
.at(0.2, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.1, 0, 0.05)
.rotate(BoneName.ELBOW_R, 0, 0, -0.15)
.rotate(BoneName.WRIST_R, 0.15, 0, 0.25)
.rotate(BoneName.SPINE_UPPER, 0, 0.2, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.28, "linear")
.rotate(BoneName.SHOULDER_R, 0.12, 0, 0.08)
.rotate(BoneName.ELBOW_R, 0, 0, -0.1)
.rotate(BoneName.WRIST_R, 0.1, 0, 0.2)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Pressure Point Strike - 급소타격
*
* Targeted strike to pressure points.
* Uses thumb or knuckle for precision.
*
* @korean 급소타격애니메이션
*/
export const PRESSURE_POINT_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("pressure_point_strike", "급소타격")
.asAttack(TECHNIQUE_TIMING.FAST.total)
.at(0.1, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.05, -0.1, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -1.3)
.rotate(BoneName.WRIST_R, 0.3, 0.1, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.25, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.05, 0.1, 0.1)
.rotate(BoneName.ELBOW_R, 0, 0, -0.2)
.rotate(BoneName.WRIST_R, 0.2, 0.05, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.15, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.35, "linear")
.rotate(BoneName.SHOULDER_R, 0.08, 0.12, 0.12)
.rotate(BoneName.ELBOW_R, 0, 0, -0.15)
.rotate(BoneName.WRIST_R, 0.15, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// LIGHTNING/THUNDER STRIKES (번개/천둥타격) - Explosive Power
// ═══════════════════════════════════════════════════════════════════════════
/**
* Lightning Strike - 번개타격
*
* Jin stance explosive straight punch.
* Maximum speed with electric-fast execution.
*
* Distinct from jab:
* - Full body commitment
* - Explosive hip rotation
* - Longer wind-up for power
*
* @korean 번개타격애니메이션
*/
export const LIGHTNING_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("lightning_strike", "번개타격")
.asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)
.at(0.12, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.2, 0, -0.35)
.rotate(BoneName.ELBOW_R, 0, 0, -1.5)
.rotate(BoneName.PELVIS, 0, -0.2, 0)
.rotate(BoneName.SPINE_LOWER, 0, -0.15, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.25, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.3, 0, 0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -0.08)
.rotate(BoneName.PELVIS, 0, 0.35, 0)
.rotate(BoneName.SPINE_LOWER, 0, 0.25, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.45, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.32, "linear")
.rotate(BoneName.SHOULDER_R, 0.35, 0, 0.25)
.rotate(BoneName.ELBOW_R, 0, 0, -0.03)
.rotate(BoneName.PELVIS, 0, 0.4, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.5, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST_MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Heaven Strike - 천격
*
* Geon stance descending power strike.
* Downward trajectory with gravitational force.
*
* Distinct from cross:
* - Descending arc trajectory
* - More vertical shoulder rotation
* - Hammer-like impact
*
* @korean 천격애니메이션
*/
export const HEAVEN_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("heaven_strike", "천격")
.asAttack(TECHNIQUE_TIMING.MEDIUM.total)
.at(0.15, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.5, 0, -0.4)
.rotate(BoneName.ELBOW_R, 0, 0, -1.8)
.rotate(BoneName.SPINE_UPPER, -0.1, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.35, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.4, 0, 0.3)
.rotate(BoneName.ELBOW_R, 0, 0, -0.1)
.rotate(BoneName.SPINE_UPPER, 0.15, 0.3, 0)
.rotate(BoneName.PELVIS, 0, 0.25, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.45, "linear")
.rotate(BoneName.SHOULDER_R, 0.5, 0, 0.35)
.rotate(BoneName.ELBOW_R, 0, 0, -0.05)
.rotate(BoneName.SPINE_UPPER, 0.2, 0.35, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// FLOWING STRIKES (유수타격) - Circular/Continuous Motion
// ═══════════════════════════════════════════════════════════════════════════
/**
* Flowing Cross - 유수교차
*
* Tae/Gam stance circular cross punch.
* Uses opponent's energy with redirection.
*
* Distinct from cross:
* - Circular trajectory instead of linear
* - Less hip commitment, more arm flow
* - Can chain into grappling
*
* @korean 유수교차애니메이션
*/
export const FLOWING_CROSS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("flowing_cross", "유수교차")
.asAttack(TECHNIQUE_TIMING.MEDIUM.total)
.at(0.12, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.1, -0.2, -0.25)
.rotate(BoneName.ELBOW_R, 0, 0, -1.3)
.rotate(BoneName.SPINE_UPPER, 0, -0.2, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.3, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.15, 0.15, 0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -0.2)
.rotate(BoneName.WRIST_R, 0, -0.2, 0.1)
.rotate(BoneName.SPINE_UPPER, 0, 0.25, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.45, "linear")
.rotate(BoneName.SHOULDER_R, 0.2, 0.1, 0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -0.15)
.rotate(BoneName.SPINE_UPPER, 0, 0.3, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Rapid Barrage - 연타
*
* Son stance multiple rapid punches.
* Continuous wind-like pressure.
*
* @korean 연타애니메이션
*/
export const RAPID_BARRAGE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("rapid_barrage", "연타")
.asAttack(TECHNIQUE_TIMING.MEDIUM.total)
.at(0.08, "ease-out")
.rotate(BoneName.SHOULDER_L, 0.2, 0, 0.1)
.rotate(BoneName.ELBOW_L, 0, 0, -0.1)
.done<MartialArtsAnimationBuilder>()
.at(0.16, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.2, 0, 0.1)
.rotate(BoneName.ELBOW_R, 0, 0, -0.1)
.rotate(BoneName.SHOULDER_L, -0.1, 0, -0.2)
.done<MartialArtsAnimationBuilder>()
.at(0.24, "ease-out")
.rotate(BoneName.SHOULDER_L, 0.25, 0, 0.15)
.rotate(BoneName.ELBOW_L, 0, 0, -0.08)
.rotate(BoneName.SHOULDER_R, -0.1, 0, -0.2)
.done<MartialArtsAnimationBuilder>()
.at(0.32, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.25, 0, 0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -0.08)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Rhythmic Strikes - 리듬타격
*
* Son stance patterned strikes.
* Alternating rhythm for unpredictability.
*
* @korean 리듬타격애니메이션
*/
export const RHYTHMIC_STRIKES_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("rhythmic_strikes", "리듬타격")
.asAttack(TECHNIQUE_TIMING.MEDIUM.total)
.at(0.1, "ease-out")
.rotate(BoneName.SHOULDER_L, 0.2, 0, 0.1)
.rotate(BoneName.ELBOW_L, 0, 0, -0.1)
.done<MartialArtsAnimationBuilder>()
.at(0.2, "linear")
.rotate(BoneName.SHOULDER_L, 0.1, 0, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.1, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.4, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.3, 0, 0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -0.05)
.rotate(BoneName.SPINE_UPPER, 0, 0.4, 0)
.rotate(BoneName.PELVIS, 0, 0.3, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// PALM STRIKE VARIANTS (장권변형)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Solar Plexus Strike - 명치타격
*
* Li stance precision palm to solar plexus.
* Targets diaphragm for wind knockout.
*
* @korean 명치타격애니메이션
*/
export const SOLAR_PLEXUS_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("solar_plexus_strike", "명치타격")
.asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)
.at(0.1, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.15, 0, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -1.4)
.rotate(BoneName.WRIST_R, -0.4, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.25, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.2, 0, 0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -0.1)
.rotate(BoneName.WRIST_R, -0.5, 0, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.25, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.35, "linear")
.rotate(BoneName.SHOULDER_R, 0.25, 0, 0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -0.05)
.rotate(BoneName.WRIST_R, -0.6, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST_MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Flowing Push - 유수밀기
*
* Gam/Son stance redirecting palm.
* Uses attacker's energy against them.
*
* @korean 유수밀기애니메이션
*/
export const FLOWING_PUSH_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("flowing_push", "유수밀기")
.asAttack(TECHNIQUE_TIMING.MEDIUM.total)
.at(0.15, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.05, -0.15, 0)
.rotate(BoneName.ELBOW_R, 0, 0, -1.0)
.rotate(BoneName.WRIST_R, -0.3, -0.1, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.35, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.15, 0.1, 0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -0.3)
.rotate(BoneName.WRIST_R, -0.4, 0, 0)
.rotate(BoneName.SPINE_UPPER, 0, 0.2, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.5, "linear")
.rotate(BoneName.SHOULDER_R, 0.2, 0.15, 0.25)
.rotate(BoneName.ELBOW_R, 0, 0, -0.15)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// DARK OPS STRIKE VARIANTS (암살타격변형)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Throat Strike - 인후타격
*
* Dark ops precise strike to trachea.
* Causes immediate breathing difficulty.
*
* @korean 인후타격애니메이션
*/
export const THROAT_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("throat_strike", "인후타격")
.asAttack(TECHNIQUE_TIMING.FAST.total)
.at(0.08, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.1, 0, -0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -1.3)
.rotate(BoneName.WRIST_R, 0, 0, 0.3)
.done<MartialArtsAnimationBuilder>()
.at(0.2, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.15, 0, 0.1)
.rotate(BoneName.ELBOW_R, 0, 0, -0.1)
.rotate(BoneName.WRIST_R, 0, 0, 0.25)
.done<MartialArtsAnimationBuilder>()
.at(0.28, "linear")
.rotate(BoneName.SHOULDER_R, 0.2, 0, 0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -0.05)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Eye Gouge - 안구공격
*
* Dark ops vision attack.
* Uses extended fingers.
*
* @korean 안구공격애니메이션
*/
export const EYE_GOUGE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("eye_gouge", "안구공격")
.asAttack(TECHNIQUE_TIMING.FAST.total)
.at(0.06, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.08, 0, -0.1)
.rotate(BoneName.ELBOW_R, 0, 0, -1.2)
.rotate(BoneName.WRIST_R, -0.2, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.15, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.25, 0, 0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -0.1)
.rotate(BoneName.WRIST_R, -0.3, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.22, "linear")
.rotate(BoneName.SHOULDER_R, 0.3, 0, 0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -0.05)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Nerve Paralysis Strike - 신경마비타격
*
* Dark ops debilitating nerve attack.
* Targets brachial plexus or sciatic nerve.
*
* @korean 신경마비타격애니메이션
*/
export const NERVE_PARALYSIS_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("nerve_paralysis", "신경마비")
.asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)
.at(0.1, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.15, -0.1, -0.2)
.rotate(BoneName.ELBOW_R, 0, 0, -1.4)
.rotate(BoneName.WRIST_R, 0.2, 0.1, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.25, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.1, 0.15, 0.15)
.rotate(BoneName.ELBOW_R, 0, 0, -0.2)
.rotate(BoneName.WRIST_R, 0.15, 0.05, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.38, "linear")
.rotate(BoneName.SHOULDER_R, 0.12, 0.18, 0.18)
.rotate(BoneName.ELBOW_R, 0, 0, -0.15)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST_MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Liver Disruption - 간장타격
*
* Dark ops organ attack.
* Palm strike under ribs.
*
* @korean 간장타격애니메이션
*/
export const LIVER_DISRUPTION_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("liver_disruption", "간장타격")
.asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)
.at(0.1, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.2, 0, -0.25)
.rotate(BoneName.ELBOW_R, 0, 0, -1.5)
.rotate(BoneName.SPINE_UPPER, 0.1, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.28, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.3, 0, 0.25)
.rotate(BoneName.ELBOW_R, 0, 0, -0.15)
.rotate(BoneName.WRIST_R, -0.5, 0, 0)
.rotate(BoneName.SPINE_UPPER, 0.15, 0.2, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.38, "linear")
.rotate(BoneName.SHOULDER_R, 0.35, 0, 0.3)
.rotate(BoneName.WRIST_R, -0.6, 0, 0)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST_MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
/**
* Ear Strike - 이타격
*
* Dark ops concussive palm cupping strike.
* Targets ear for vestibular disruption.
*
* @korean 이타격애니메이션
*/
export const EAR_STRIKE_ANIMATION: SkeletalAnimation =
MartialArtsAnimationBuilder.create("ear_strike", "이타격")
.asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)
.at(0.1, "ease-in")
.rotate(BoneName.SHOULDER_R, -0.1, 0, -0.4)
.rotate(BoneName.ELBOW_R, 0, 0, -1.2)
.rotate(BoneName.WRIST_R, 0, 0, -0.2)
.done<MartialArtsAnimationBuilder>()
.at(0.28, "ease-out")
.rotate(BoneName.SHOULDER_R, 0.1, 0.3, 0.35)
.rotate(BoneName.ELBOW_R, 0, 0, -0.8)
.rotate(BoneName.SPINE_UPPER, 0, 0.35, 0)
.done<MartialArtsAnimationBuilder>()
.at(0.38, "linear")
.rotate(BoneName.SHOULDER_R, 0.15, 0.35, 0.4)
.rotate(BoneName.ELBOW_R, 0, 0, -0.7)
.done<MartialArtsAnimationBuilder>()
.at(TECHNIQUE_TIMING.FAST_MEDIUM.total, "ease-in")
.withGuard("MIDDLE_GUARD")
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORT MAP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all specialized punch animations
* 특수 주먹 애니메이션 맵
*/
export const SPECIALIZED_PUNCH_ANIMATIONS: ReadonlyMap<
string,
SkeletalAnimation
> = new Map([
// Spear/finger strikes
["spear_hand_strike", SPEAR_HAND_STRIKE_ANIMATION],
// Nerve/pressure point strikes
["nerve_strike", NERVE_STRIKE_ANIMATION],
["pressure_point_strike", PRESSURE_POINT_STRIKE_ANIMATION],
// Lightning/thunder strikes
["lightning_strike", LIGHTNING_STRIKE_ANIMATION],
["heaven_strike", HEAVEN_STRIKE_ANIMATION],
// Flowing strikes
["flowing_cross", FLOWING_CROSS_ANIMATION],
["rapid_barrage", RAPID_BARRAGE_ANIMATION],
["rhythmic_strikes", RHYTHMIC_STRIKES_ANIMATION],
// Palm variants
["solar_plexus_strike", SOLAR_PLEXUS_STRIKE_ANIMATION],
["flowing_push", FLOWING_PUSH_ANIMATION],
// Dark ops strikes
["throat_strike", THROAT_STRIKE_ANIMATION],
["eye_gouge", EYE_GOUGE_ANIMATION],
["nerve_paralysis", NERVE_PARALYSIS_ANIMATION],
["liver_disruption", LIVER_DISRUPTION_ANIMATION],
["ear_strike", EAR_STRIKE_ANIMATION],
]);
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