Project_WL/Assets/WL/Combat/CombatAnimMapping.asset

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time: 0
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normalizedTime: 0
stringParameter:
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time: 0
useNormalized: 1
normalizedTime: 0.92
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: Bow_Attack2
sourceFbxPath: Assets/WL/Combat/Anim/FR/FR_Bow0.anim
subClipName: FR_Bow2_{CID}
sourceClipName:
incomingExitTime: 0.98
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.92
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: Bow_Attack3
sourceFbxPath: Assets/WL/Combat/Anim/FR/FR_Bow0.anim
subClipName: FR_Bow3_{CID}
sourceClipName:
incomingExitTime: 0.98
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 1
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: WLBowCharge
time: 0
useNormalized: 1
normalizedTime: 0.66
stringParameter: 0.69
intParameter: 0
floatParameter: 0.3
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.92
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- classId: 10302
note: "\uC9C0\uD321\uC774 \xB7 Sorceress \u2192 \uBC1C\uC0AC \uAD6C\uAC04(1\uD0C0)
\xB7 Attack3_S Cast2(2\uD0C0) \xB7 \uBC1C\uC0AC \uAD6C\uAC04(3\uD0C0) (#839
\uCCB4\uC778 \xB7 #840 Cast2 \xB7 #841 2\u21943) · #933 PD 「지팡이 3타를 지팡이를 내리치는 모션으로 바꿔줘」 3타 = Mage@Jump-Attack1(Jump-Attack1Hit) 0~24 frame — 뛰어내리며 지팡이를 땅에 내리꽂음(16 frame) (StaffJumpSlam3 · Projectile 0.66) · SpecialAttack1 은 끝까지 지팡이를 머리 위로 세우는 주문 동작이라 뺌 · #934 PD 「지팡이 3타 모션이 동작 중 갑자기 스킵되는 느낌이라 매우 어색해. (주력 스킬의 캐스팅 모션을 제외하고, 점프 후 발사하는 모션을 3타 모션으로 활용해줘.)」 3타 = 주력 발사 동작 Anim@CastspellC_wing(CastspellC_wing 431~487 frame · 24 fps · 웅크림 → 점프 → 정점에서 내지르며 발사 → 착지) StaffJumpCast3 · Projectile 0.43(원본 SkillEvent 0.376 자리 = 431 + 24 frame · 24 fps 클립이라 정규화로 지정 — 도구의 초 지정은 30 fps 길이로 나눠 늦어진다) · 「지팡이 주력 스킬의 시전 시간을 0.5초로 매우 짧게 수정하고, 발사할 때 기본 공격 2타 모션을 사용해줘.」 skill_cast2 = 2타와 같은 Mage@Attack3_S 48~83 frame(SkillCast2) · SkillEvent 0.407(2타 발사 자리) — 상태는 컨트롤러에 직접 만든다(→ idle 0.85 · createIfMissing 은 콤보 체인용이라 쓰지 않음) · SkillList 703306 s_NextAnimation = skill_cast2 · f_CastingTime 0.5"
controllerPathOverride:
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states:
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sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack2_S.FBX
subClipName: CastFire1_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: 34
lastFrame: 64
speed: 0
events:
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time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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time: 0
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stringParameter: Projectile_{CID}
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sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
subClipName: Cast2_S_{CID}
sourceClipName:
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speed: 0
events:
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stringParameter:
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normalizedTime: 0.407
stringParameter: Projectile_{CID}
intParameter: 0
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sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@RangeAttack2.FBX
subClipName: StaffCast3_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 28
lastFrame: 32
speed: 0.25
maskPath:
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mirror: 1
events:
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time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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time: 0
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normalizedTime: 0.15
stringParameter: Projectile_{CID}
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sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
subClipName: SkillCast2_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: 48
lastFrame: 83
speed: 0
events:
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time: 0
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normalizedTime: 0
stringParameter:
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time: 0
useNormalized: 1
normalizedTime: 0.407
stringParameter:
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note: "\uC9C0\uD321\uC774 \xB7 Mage \u2192 Mage Warrior pack Attack2_S / Attack3_S
(#838 \uB300\uAE30 Event_Idle \uBCF5\uC6D0)"
controllerPathOverride:
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states:
- stateName: idle
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Idle.FBX
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sourceClipName:
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firstFrame: -1
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speed: 0
events:
- functionName: Event_Idle
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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- stateName: attack
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack2_S.FBX
subClipName: Cast1_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.504
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: attack2
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
subClipName: Cast2_S_{CID}
sourceClipName:
incomingExitTime: 0.854
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.407
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: attack3
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Jump-Attack1.FBX
subClipName: OrbSlam3_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 0
lastFrame: 24
speed: 1
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.66
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- classId: 10303
note: "\uC9C0\uD321\uC774 \xB7 Summoner \u2192 Mage Warrior pack Attack2_S (#838
\uB300\uAE30 Event_Idle \uBCF5\uC6D0) · #944 PD 「마법책은 오브 모션과 같도록」 → 2타 attack2 = 10301 과 같은 Mage@Attack3_S 서브클립(Cast2_S · Projectile 0.407 · 들어오는 exit 0.854) — 상태는 컨트롤러에 직접 만들고 전이를 pcanim_mage 에서 복제(scripts/wl/probes/944_book_ctl.cs · attack→attack2 0.854/0.15 s · attack2→idle 0.837/0.25 s · 기존 attack→Atk_A1_wing 전이 제거 · Atk_A1_wing 상태는 남김) · PD 「마법책 시전 모션은 RPG Character Mecanim Animation Pack FREE 의 해당 모션처럼」 → Unarmed-Attack-R2(30 fps · 0~24 frame · 원본 Hit 0.393 = 9.43 frame)를 둘로 나눔: casting = 0~6 frame(웅크려 모으기 · 이벤트 없음 · 시전 시간 동안 끝 포즈 유지) · casting_end = 6~24 frame(내지르며 발사 · SkillEvent 0.191 = (9.43-6)/18) · 고른 근거 = 편집 모드 포즈 렌더(944_book_pose.cs · 한 팔 앞 · 다른 팔 접음 · 런지 = 데모 캐릭터 손 앞 1.42 m · 발 벌림 1.55 m 최대)"
controllerPathOverride:
enabled: 1
states:
- stateName: casting
sourceFbxPath: Assets/ExplosiveLLC/RPG Character Mecanim Animation Pack FREE/Animations/Unarmed/RPG-Character@Unarmed-Attack-R2.FBX
subClipName: BookCharge_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: 0
lastFrame: 6
speed: 0
events: []
- stateName: casting_end
sourceFbxPath: Assets/ExplosiveLLC/RPG Character Mecanim Animation Pack FREE/Animations/Unarmed/RPG-Character@Unarmed-Attack-R2.FBX
subClipName: BookCast_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: 6
lastFrame: 24
speed: 0
events:
- functionName: SkillEvent
time: 0
useNormalized: 1
normalizedTime: 0.191
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- stateName: idle
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Idle.FBX
subClipName: Idle_S_{CID}
sourceClipName:
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firstFrame: -1
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speed: 0
events:
- functionName: Event_Idle
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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- stateName: attack
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack2_S.FBX
subClipName: Cast1_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: 34
lastFrame: 64
speed: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
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normalizedTime: 0.23
stringParameter: Projectile_{CID}
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- stateName: attack2
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
subClipName: Cast2_S_{CID}
sourceClipName:
incomingExitTime: 0.854
createIfMissing: 0
firstFrame: 48
lastFrame: 83
speed: 0
maskPath:
bakeRootY: -1
mirror: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.407
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: attack3
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack2_S.FBX
subClipName: Cast3_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 34
lastFrame: 64
speed: 1.4
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.23
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: Attack3b
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
subClipName: Cast3b_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 48
lastFrame: 83
speed: 1.4
events:
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time: 0
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normalizedTime: 0
stringParameter:
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- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.407
stringParameter: Projectile_{CID}
intParameter: 0
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- classId: 10801
note: "\uB300\uAC80 \xB7 Greatsword(WL 10801) \u2192 2Handed Attack2_S(1\uD0C0)
\xB7 Attack3_S(2\uD0C0) \xB7 Attack1_S(3\uD0C0) + 4\uD0C0 Spearman \uC810\uD504
+ \uC2A4\uD0AC 3\uC885 (#838 \xB7 #839 \xB7 #840 \xB7 #841 \uC7AC\uBC30\uC5F4)"
controllerPathOverride: Assets/Res_Addr/Animations/pcanim_greatsword.controller
enabled: 1
states:
- stateName: attack
sourceFbxPath: Assets/ExplosiveLLC/2 Handed Warrior Mecanim Animation Pack/Animations/2Handed@Attack1_S.FBX
subClipName: Attack1_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: ShowEffect
time: 0
useNormalized: 1
normalizedTime: 0.45
stringParameter: Effect_Slash_10101_1
intParameter: 1
floatParameter: 0
- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.419
stringParameter:
intParameter: 0
floatParameter: 0.15
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.479
stringParameter: Projectile_10101
intParameter: 0
floatParameter: 0
- stateName: Attack2
sourceFbxPath: Assets/ExplosiveLLC/2 Handed Warrior Mecanim Animation Pack/Animations/2Handed@Attack2_S.FBX
subClipName: Attack2_S_{CID}
sourceClipName:
incomingExitTime: 0.854
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
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time: 0
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normalizedTime: 0
stringParameter:
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floatParameter: 0
- functionName: ShowEffect
time: 0
useNormalized: 1
normalizedTime: 0.384
stringParameter: Effect_Slash_10101_2
intParameter: 1
floatParameter: 0
- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.444
stringParameter:
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- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.504
stringParameter: Projectile_10101
intParameter: 0
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- stateName: Attack3
sourceFbxPath: Assets/ExplosiveLLC/2 Handed Warrior Mecanim Animation Pack/Animations/2Handed@Attack3_S.FBX
subClipName: Attack3_S_{CID}
sourceClipName:
incomingExitTime: 0.81799996
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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floatParameter: 0
- functionName: ShowEffect
time: 0
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normalizedTime: 0.348
stringParameter: Effect_Slash_10101_3
intParameter: 1
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- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.408
stringParameter:
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floatParameter: 0.3
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.468
stringParameter: Projectile_10101
intParameter: 0
floatParameter: 0
- stateName: Attack4
sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack3_S.FBX
subClipName: Attack4_S_{CID}
sourceClipName:
incomingExitTime: 0.829
createIfMissing: 1
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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floatParameter: 0
- functionName: ShowEffect
time: 0
useNormalized: 1
normalizedTime: 0.47
stringParameter: Effect_Slash_10101_4
intParameter: 1
floatParameter: 0
- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.463
stringParameter:
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floatParameter: 0.5
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.523
stringParameter: Projectile_10101
intParameter: 0
floatParameter: 0
- stateName: fatalblow
sourceFbxPath: Assets/ExplosiveLLC/2 Handed Warrior Mecanim Animation Pack/Animations/2Handed@SpecialAttack1.FBX
subClipName: SkillFatal_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: SkillEvent
time: 0
useNormalized: 1
normalizedTime: 0.5
stringParameter:
intParameter: 0
floatParameter: 0
- stateName: dashslash
sourceFbxPath: Assets/ExplosiveLLC/2 Handed Warrior Mecanim Animation Pack/Animations/2Handed@Run2-Attack1.FBX
subClipName: SkillDash_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: ShowEffect
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter: Effect_Teleport
intParameter: 3
floatParameter: 0
- functionName: SkillEvent
time: 0
useNormalized: 1
normalizedTime: 0.4
stringParameter:
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- stateName: combo01
sourceFbxPath: Assets/ExplosiveLLC/2 Handed Warrior Mecanim Animation Pack/Animations/2Handed@Jump-Attack1.FBX
subClipName: SkillCombo_S_{CID}
sourceClipName: Jump-Attack1Hit
incomingExitTime: 0
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: SkillEvent
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Del_Magic
time: 0
useNormalized: 1
normalizedTime: 0.67
stringParameter:
intParameter: 0
floatParameter: 0
- classId: 10701
note: "창 · Spear(WL 10701) → Shinabro Platform Animation Spear 세트(#944 PD 「Platform Animation 에서 찌르기 공격 모션」) · 1타 Spear_Attack1 전체(정면 찌르기 · 30 fps · 내지르기 f4~f6 · 창끝 최대 f6) · 2타 Spear_Attack1 f3~f8 ×6 연타(속도 1 = 1회 0.167 s · exit 0.9 → 0.15 s · 6회 0.9 s · 타격 2a·2c·2e) · 3타 Spear_Attack2 전체(오른쪽 아래로 당겼다 내지르기 · 창끝 최대 f9) — ShowEffect = 내지르기 시작 · Move = 중간 · Projectile = 창끝 최대(편집 모드 포즈 실측 scripts/wl/probes/944_spear_pose.cs · 이전 = Spearman 팩 #840·#940)"
controllerPathOverride: Assets/Res_Addr/Animations/pcanim_spear.controller
enabled: 1
states:
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sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX
subClipName: Attack1_S_{CID}
sourceClipName: Spear_Attack1
incomingExitTime: 0
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: ShowEffect
time: 0
useNormalized: 1
normalizedTime: 0.133
stringParameter: Effect_Slash_10101_1
intParameter: 1
floatParameter: 0
- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.167
stringParameter:
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floatParameter: 0.2
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.2
stringParameter: Projectile_10101
intParameter: 0
floatParameter: 0
- stateName: Attack2
sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX
subClipName: Attack2_S_{CID}
sourceClipName: Spear_Attack1
incomingExitTime: 0.775
createIfMissing: 0
firstFrame: 3
lastFrame: 8
speed: 1
events:
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time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: ShowEffect
time: 0
useNormalized: 1
normalizedTime: 0.2
stringParameter: Effect_Slash_10101_2
intParameter: 1
floatParameter: 0
- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.4
stringParameter:
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- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.6
stringParameter: Projectile_10101
intParameter: 0
floatParameter: 0
- stateName: Attack2b
sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX
subClipName: Attack2b_S_{CID}
sourceClipName: Spear_Attack1
incomingExitTime: 0.9
createIfMissing: 1
firstFrame: 3
lastFrame: 8
speed: 1
events:
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time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
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stringParameter: Effect_Slash_10101_2
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- functionName: Move
time: 0
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stringParameter:
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