fix: 드로그 강타 다운 및 밟기 연계 복구

- 드로그 BT를 밟기 우선, 콤보-강타, 추적 순서로 유지하도록 관련 자산을 정리
- 강타/밟기 클립에 효과 이벤트를 추가하고 밟기 패턴의 Phase 1 진입을 복구
- 플레이어 다운 시간을 DownBegin 이후 루프 구간 기준으로 계산하도록 조정
This commit is contained in:
2026-04-08 22:33:25 +09:00
parent 3c59f35fae
commit 81d2f4a5a1
9 changed files with 6141 additions and 5577 deletions

View File

@@ -70,6 +70,9 @@ namespace Colosseum.Editor
AnimationClip comboSlamHit1Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-강타_1_0.anim", HeavyCombo01BSourcePath, "A_MOD_SWD_Attack_HeavyCombo01B_RM_Neut");
AnimationClip comboSlamHit2Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-강타_2_0.anim", LightCombo01BSourcePath, "A_MOD_SWD_Attack_LightCombo01B_RM_Neut");
AnimationClip slamClip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_강타_0.anim", $"{AnimationsFolder}/Anim_Drog_강타R_0.anim");
SetSingleOnEffectEvent(comboSlamHit1Clip, 0.30f);
SetSingleOnEffectEvent(comboSlamHit2Clip, 0.28f);
SetSingleOnEffectEvent(slamClip, 0.95f);
AnimationClip comboStompHit1Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-발구르기_1_0.anim", ZweihanderAttack013SourcePath, "Zweihander_Attack01_3_Root");
AnimationClip comboStompHit2Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-발구르기_2_0.anim", HeavyCombo01CSourcePath, "A_MOD_SWD_Attack_HeavyCombo01C_RM_Neut");
@@ -78,6 +81,7 @@ namespace Colosseum.Editor
AnimationClip leapAirClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_도약_공중_0.anim");
AnimationClip leapLandingClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_도약_착지_0.anim");
AnimationClip stepClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_밟기_0.anim");
SetSingleOnEffectEvent(stepClip, 0.80f);
AnimationClip throwClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_투척_0.anim");
AnimationClip roarClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_포효_0.anim");
AnimationClip executionReadyClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_집행_준비_0.anim");
@@ -718,7 +722,7 @@ namespace Colosseum.Editor
false,
TargetResolveMode.HighestThreat,
2.5f,
2,
1,
false,
PatternStepDefinition.CreateSkillStep(stepSkill));