Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* ☷ Gon (Earth) Stance-Specific Animations
*
* Specialized idle, movement, and guard animations for the Gon (곤/Earth) trigram.
* Embodies grounding power and takedown mastery from Ssireum wrestling techniques.
*
* **Korean Martial Arts Context:**
* - **무술**: 씨름 던지기 기술 (Ssireum Throwing Techniques)
* - **특성**: 던지기와 넘어뜨리기 (Throws and Takedowns), 지면 제어 (Ground Control)
* - **철학**: 땅의 포용력 (Earth's Embracing Power), 대지의 안정성 (Ground Stability)
* - **대표 기술**: 대지포옹 (Earth Embrace/Grounding Takedown)
*
* @module systems/animation/catalogs/GonStanceAnimations
* @category Animation
* @korean 곤괘자세애니메이션
*/
import { BoneName, type SkeletalAnimation } from "@/types/skeletal";
import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder";
// Import Gon Earth throwing techniques (곤괘 던지기 기술)
import {
GON_EARTH_EMBRACE_ANIMATION,
GON_GROUND_CONTROL_TRANSITION,
} from "./GonTechniqueAnimations";
/**
* Anatomical safety constants for Gon (Earth) trigram animations
*
* These limits ensure joint rotations remain within safe physiological ranges
* while maintaining powerful, grounded animation for Gon's throwing techniques.
*/
// ═══════════════════════════════════════════════════════════════════════════
// ☷ GON IDLE GROUNDED ANIMATION (곤괘 대지 자세)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Gon Idle Ssireum Stance Animation - OVERHAULED
*
* **Korean**: 곤괘 씨름 자세 (Gon-gwae Ssireum Jase)
* **Philosophy**: Earth's grounding power through HEAVY low center of gravity
*
* Specialized Ssireum wrestling idle stance that differs from the general
* Gon idle animation (`stance_gon` in StanceIdleAnimations.ts). This animation
* emphasizes DEEPER grounding, HEAVIER weight sensation, and wrestling-specific
* hand positioning for grappling readiness.
*
* **IMPROVED Features:**
* - **Deeper Stance**: -55° knee angle (was -50°) for more grounded feel
* - **Weight Emphasis**: Exaggerated foot dorsiflexion showing heavy loading
* - **Breathing Cycles**: Settling motion emphasizes sinking into earth
* - **Micro-Adjustments**: Subtle weight shifts showing active balance
*
* **When to use**:
* - Use `GON_IDLE_SSIREUM_STANCE` for active combat scenarios requiring
* wrestling/grappling readiness with very low center of gravity
* - Use `stance_gon` idle for general Gon stance with standard posture
*
* Characteristics:
* - VERY low center of gravity with wide stable base
* - Hands positioned low for immediate grappling engagement
* - Hips back, knees deeply bent (HEAVY squat feel)
* - Weight feels ROOTED and earthbound
* - Breathing emphasizes settling DEEPER into ground
*
* Animation Cycle:
* - 0ms: Low grounded neutral position
* - 1200ms: Sink deeper with exhale (settling)
* - 2000ms: Subtle weight shift left (micro-adjustment)
* - 2800ms: Subtle weight shift right (active balance)
* - 3600ms: Return to neutral (complete cycle)
*
* @korean 곤괘씨름자세
* @duration 3600ms (3.6 second cycle)
* @category Idle Animation
*/
export const GON_IDLE_SSIREUM_STANCE: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"gon_idle_ssireum_stance",
"곤괘 씨름 자세"
)
.asIdle(3.6, true) // Slightly longer cycle for weight shifts
// Keyframe 0ms: Low grounded neutral - HEAVY stance
.at(0)
.rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (hips back MORE - lower!)
.rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Neutral lower spine
.rotate(BoneName.SPINE_UPPER, 0.30, 0, 0) // 17° (torso forward for balance)
.rotate(BoneName.HIP_L, 0, 0, 0) // Hips neutral
.rotate(BoneName.HIP_R, 0, 0, 0)
.rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (DEEPER knee bend)
.rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (DEEPER knee bend)
.rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (HEAVY weight on full foot)
.rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (HEAVY weight on full foot)
.rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // 33°, 17°, -22° (hands low)
.rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38) // 33°, -17°, 22°
.rotate(BoneName.ELBOW_L, 0, 0, -1.48) // -85° (arms bent ready to grab)
.rotate(BoneName.ELBOW_R, 0, 0, 1.48) // 85°
.rotate(BoneName.HEAD, 0.05, 0, 0) // 3° (slight upward gaze - awareness)
.position(BoneName.PELVIS, 0, -0.14, 0) // LOWER pelvis position
.done<MartialArtsAnimationBuilder>()
// Keyframe 1200ms: Deep breath settling - sink DEEPER
.at(1.2)
.rotate(BoneName.PELVIS, -0.48, 0, 0) // -27.5° (settle deeper into ground)
.rotate(BoneName.SPINE_UPPER, 0.33, 0, 0) // 19° (lean forward slightly more)
.rotate(BoneName.KNEE_L, -1.00, 0, 0) // -57° (sink lower)
.rotate(BoneName.KNEE_R, -1.00, 0, 0) // -57° (HEAVY)
.rotate(BoneName.FOOT_L, 0.48, 0, 0) // 27.5° (MORE weight)
.rotate(BoneName.FOOT_R, 0.48, 0, 0) // 27.5° (feet LOADED)
.rotate(BoneName.SHOULDER_L, 0.61, 0.33, -0.40) // 35°, 19°, -23° (hands settle)
.rotate(BoneName.SHOULDER_R, 0.61, -0.33, 0.40) // 35°, -19°, 23°
.position(BoneName.PELVIS, 0, -0.16, 0) // Lower pelvis MORE
.done<MartialArtsAnimationBuilder>()
// Keyframe 2000ms: Subtle weight shift LEFT - active balance
.at(2.0)
.rotate(BoneName.PELVIS, -0.44, -0.05, 0) // -25°, -3° (micro shift left)
.rotate(BoneName.SPINE_UPPER, 0.30, -0.05, 0) // 17°, -3° (torso follows)
.rotate(BoneName.KNEE_L, -1.00, 0, 0) // -57° (left leg loads MORE)
.rotate(BoneName.KNEE_R, -0.92, 0, 0) // -53° (right slightly less)
.rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (left foot HEAVY)
.rotate(BoneName.FOOT_R, 0.42, 0, 0) // 24° (right lighter)
.position(BoneName.PELVIS, -0.02, -0.15, 0) // Shift left slightly
.done<MartialArtsAnimationBuilder>()
// Keyframe 2800ms: Subtle weight shift RIGHT - balancing
.at(2.8)
.rotate(BoneName.PELVIS, -0.44, 0.05, 0) // -25°, 3° (micro shift right)
.rotate(BoneName.SPINE_UPPER, 0.30, 0.05, 0) // 17°, 3° (torso follows)
.rotate(BoneName.KNEE_L, -0.92, 0, 0) // -53° (left slightly less)
.rotate(BoneName.KNEE_R, -1.00, 0, 0) // -57° (right leg loads MORE)
.rotate(BoneName.FOOT_L, 0.42, 0, 0) // 24° (left lighter)
.rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° (right foot HEAVY)
.position(BoneName.PELVIS, 0.02, -0.15, 0) // Shift right slightly
.done<MartialArtsAnimationBuilder>()
// Keyframe 3600ms: Return to start - complete cycle
.at(3.6)
.rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (back to neutral)
.rotate(BoneName.SPINE_UPPER, 0.30, 0, 0) // 17°
.rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55°
.rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55°
.rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25°
.rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25°
.rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // Return to start
.rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38)
.position(BoneName.PELVIS, 0, -0.14, 0)
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☷ GON HEAVY GROUNDING STEP (곤괘 땅 밟기)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Gon Heavy Grounding Step Animation - OVERHAULED
*
* **Korean**: 땅 밟기 (Ttang Bapgi)
* **Philosophy**: Each step plants firmly with CRUSHING earthbound power
*
* **IMPROVED Features:**
* - **Exaggerated Weight Transfer**: Clear weight shift with body lean
* - **Foot Plant Emphasis**: Heavy dorsiflexion on landing shows impact
* - **Lower Center**: Maintains -55° knee throughout for grounded feel
* - **Slow Deliberate**: 350ms duration (was 267ms) for HEAVY impression
* - **Ground Connection**: Foot never fully lifts - sliding/scraping feel
*
* Characteristics:
* - Forward movement with CRUSHING heavy grounded feel
* - Each step plants FIRMLY with visible weight impact
* - Center of gravity stays VERY low throughout
* - Arms ready for grappling engagement
* - Pelvis sinks on weight transfer creating gravity sensation
*
* Animation Keyframes (5 keyframes spanning 350ms):
* - 0ms: Start position (low heavy stance)
* - 100ms: Weight shift LEFT + sink lower
* - 210ms: Right foot lifts (barely) and slides forward
* - 290ms: Right foot contacts ground - preparing for impact
* - 350ms: Right foot PLANTS firmly with full weight
*
* @korean 땅밟기
* @duration 350ms (slower for HEAVY feel)
* @category Movement Animation
*/
export const GON_HEAVY_GROUNDING_STEP: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"gon_heavy_grounding_step",
"땅 밟기"
)
.asMovement(0.35, false) // Slower for HEAVY impression
// Keyframe 0ms: Start position (low HEAVY stance)
.at(0)
.rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (hips back MORE)
.rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (forward lean)
.rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (DEEP bend)
.rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (DEEP)
.rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (HEAVY weight)
.rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (HEAVY weight)
.rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // Arms ready
.rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38)
.rotate(BoneName.ELBOW_L, 0, 0, -1.48) // -85°
.rotate(BoneName.ELBOW_R, 0, 0, 1.48)
.position(BoneName.PELVIS, 0, -0.14, 0) // Low position
.done<MartialArtsAnimationBuilder>()
// Keyframe 100ms: Weight shift LEFT + sink LOWER
.at(0.1)
.rotate(BoneName.PELVIS, -0.48, -0.12, 0) // -27.5°, -7° (sink + rotate left)
.rotate(BoneName.SPINE_UPPER, 0.26, -0.09, 0) // 15°, -5° (lean left)
.rotate(BoneName.KNEE_L, -1.13, 0, 0) // -65° (left leg LOADS - DEEP)
.rotate(BoneName.KNEE_R, -0.79, 0, 0) // -45° (right prepares to lift)
.rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (LEFT HEAVY!)
.rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° (right lightens)
.position(BoneName.PELVIS, -0.04, -0.17, 0) // Shift left + sink
.done<MartialArtsAnimationBuilder>()
// Keyframe 210ms: Right foot lifts (barely) and slides forward
.at(0.21)
.rotate(BoneName.PELVIS, -0.48, -0.09, 0) // -27.5°, -5° (maintain low)
.rotate(BoneName.SPINE_UPPER, 0.30, -0.05, 0) // 17°, -3° (forward into step)
.rotate(BoneName.HIP_R, 0.26, 0, 0) // 15° (lift leg - minimal!)
.rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° (knee forward)
.rotate(BoneName.FOOT_R, 0.09, 0, 0) // 5° (barely off ground - sliding)
.rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° (support leg stable)
.rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (left LOADED)
.position(BoneName.PELVIS, -0.04, -0.16, 0.12) // Forward movement
.done<MartialArtsAnimationBuilder>()
// Keyframe 290ms: Right foot contacts ground - preparing for PLANT
.at(0.29)
.rotate(BoneName.PELVIS, -0.44, -0.05, 0) // -25°, -3° (slight rise)
.rotate(BoneName.SPINE_UPPER, 0.30, 0, 0) // 17°, 0° (centered)
.rotate(BoneName.HIP_R, 0.09, 0, 0) // 5° (leg lowering)
.rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° (preparing to plant)
.rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° (ground contact)
.rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (support)
.position(BoneName.PELVIS, -0.02, -0.15, 0.18) // Forward
.done<MartialArtsAnimationBuilder>()
// Keyframe 350ms: Right foot PLANTS firmly with CRUSHING weight
.at(0.35)
.rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (neutral rotation)
.rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (return to forward lean)
.rotate(BoneName.HIP_R, 0, 0, 0) // 0° (leg down)
.rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (PLANT firmly!)
.rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (equalize)
.rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° (HEAVY PLANT - impact!)
.rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (both feet loaded)
.position(BoneName.PELVIS, 0, -0.14, 0.24) // Forward position
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// ☷ GON SWEEP POSITIONING STEP (곤괘 쓸기 준비)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Gon Sweep Positioning Step Animation - OVERHAULED
*
* **Korean**: 쓸기 준비 (Sseulgi Junbi)
* **Philosophy**: Lateral movement with HEAVY weight shift setting up sweep techniques
*
* **IMPROVED Features:**
* - **Exaggerated Weight Shift**: Deep sink on supporting leg
* - **Sliding Motion**: Sweeping leg slides/scrapes along ground
* - **Reaching Arms**: Hands actively reach for grappling control
* - **Lower Stance**: Maintains -60° knee on support leg
* - **Coiled Power**: Final position shows loaded spring ready to sweep
*
* Characteristics:
* - Lateral movement to side with HEAVY grounded feel
* - Lead leg positioned for foot sweep with ground contact
* - Hands reaching aggressively for grappling control
* - Weight shifts create visible loading/unloading
* - Body stays LOW - no rising during movement
*
* Animation Keyframes (5 keyframes spanning 360ms):
* - 0ms: Start position (low heavy stance)
* - 110ms: Weight shift RIGHT + sink lower
* - 220ms: Left foot begins sliding laterally (ground contact)
* - 300ms: Mid-slide with arms reaching
* - 360ms: Positioned for sweep - coiled and ready
*
* @korean 쓸기준비
* @duration 360ms (longer for HEAVY lateral movement)
* @category Movement Animation
*/
export const GON_SWEEP_POSITIONING_STEP: SkeletalAnimation =
MartialArtsAnimationBuilder.create(
"gon_sweep_positioning_step",
"쓸기 준비"
)
.asMovement(0.36, false) // Longer for deliberate weight shift
// Keyframe 0ms: Start position (low HEAVY stance)
.at(0)
.rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (hips back)
.rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (forward lean)
.rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (deep)
.rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (deep)
.rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (weight)
.rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (weight)
.rotate(BoneName.SHOULDER_L, 0.57, 0.30, -0.38) // Ready
.rotate(BoneName.SHOULDER_R, 0.57, -0.30, 0.38)
.rotate(BoneName.ELBOW_L, 0, 0, -1.48)
.rotate(BoneName.ELBOW_R, 0, 0, 1.48)
.position(BoneName.PELVIS, 0, -0.14, 0)
.done<MartialArtsAnimationBuilder>()
// Keyframe 110ms: Weight shift RIGHT + sink LOWER
.at(0.11)
.rotate(BoneName.PELVIS, -0.48, 0.12, 0) // -27.5°, 7° (sink + rotate right)
.rotate(BoneName.SPINE_UPPER, 0.26, 0.09, 0) // 15°, 5° (lean right)
.rotate(BoneName.KNEE_R, -1.13, 0, 0) // -65° (right leg LOADS - DEEP!)
.rotate(BoneName.KNEE_L, -0.79, 0, 0) // -45° (left prepares to slide)
.rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° (RIGHT HEAVY!)
.rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° (left lightens)
.position(BoneName.PELVIS, 0.04, -0.17, 0) // Shift right + sink
.done<MartialArtsAnimationBuilder>()
// Keyframe 220ms: Left foot begins sliding laterally (ground contact maintained)
.at(0.22)
.rotate(BoneName.PELVIS, -0.48, 0.09, 0) // -27.5°, 5° (maintain low)
.rotate(BoneName.SPINE_UPPER, 0.30, 0.09, 0) // 17°, 5° (slight lean)
.rotate(BoneName.HIP_L, 0, 0, -0.22) // 0°, 0°, -12.5° (abduct for slide)
.rotate(BoneName.KNEE_L, -0.70, 0, 0) // -40° (slide with bent knee)
.rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° (sliding/scraping ground)
.rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° (support stable)
.rotate(BoneName.SHOULDER_L, 0.79, 0.52, -0.26) // 45°, 30°, -15° (begin reach)
.rotate(BoneName.SHOULDER_R, 0.79, -0.52, 0.26)
.position(BoneName.PELVIS, 0.04, -0.16, -0.12) // Moving left
.done<MartialArtsAnimationBuilder>()
// Keyframe 300ms: Mid-slide with arms REACHING for control
.at(0.3)
.rotate(BoneName.PELVIS, -0.44, 0.05, 0) // -25°, 3° (settling)
.rotate(BoneName.SPINE_UPPER, 0.30, 0.05, 0) // 17°, 3° (forward into opponent)
.rotate(BoneName.HIP_L, 0, 0, -0.26) // 0°, 0°, -15° (wider stance)
.rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (planting)
.rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° (weight transferring)
.rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (support)
.rotate(BoneName.SHOULDER_L, 0.87, 0.61, -0.17) // 50°, 35°, -10° (REACH!)
.rotate(BoneName.SHOULDER_R, 0.87, -0.61, 0.17)
.rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70° (reaching forward)
.rotate(BoneName.ELBOW_R, 0, 0, 1.22)
.position(BoneName.PELVIS, 0.02, -0.14, -0.20) // Lateral position
.done<MartialArtsAnimationBuilder>()
// Keyframe 360ms: Positioned for sweep - COILED and ready
.at(0.36)
.rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (neutral rotation - ready)
.rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (forward lean maintained)
.rotate(BoneName.HIP_L, 0, 0, -0.17) // 0°, 0°, -10° (slight abduction)
.rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (PLANT firmly - sweep leg ready)
.rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (support stable)
.rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (ready to sweep)
.rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (stable base)
.rotate(BoneName.SHOULDER_L, 0.87, 0.61, -0.17) // 50°, 35°, -10° (extended for grab)
.rotate(BoneName.SHOULDER_R, 0.87, -0.61, 0.17)
.rotate(BoneName.ELBOW_L, 0, 0, -1.13) // -65° (ready to grab)
.rotate(BoneName.ELBOW_R, 0, 0, 1.13)
.position(BoneName.PELVIS, 0, -0.14, -0.24) // Final lateral position
.done<MartialArtsAnimationBuilder>()
.build();
// ═══════════════════════════════════════════════════════════════════════════
// EXPORTS
// ═══════════════════════════════════════════════════════════════════════════
/**
* Map of all Gon stance-specific animations for easy access
* @korean 곤괘자세애니메이션맵
*/
export const GON_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([
// Idle & Movement
["gon_idle_ssireum_stance", GON_IDLE_SSIREUM_STANCE],
["gon_heavy_grounding_step", GON_HEAVY_GROUNDING_STEP],
["gon_sweep_positioning_step", GON_SWEEP_POSITIONING_STEP],
// Earth Throwing & Ground Control Techniques (곤괘 던지기 기술)
["gon_earth_embrace_animation", GON_EARTH_EMBRACE_ANIMATION],
["gon_ground_control_transition", GON_GROUND_CONTROL_TRANSITION],
]);
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