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import { AnimationState } from '../../types';
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export type EditableCustomWorldRole = {
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id: string;
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name: string;
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title: string;
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role: string;
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visualDescription?: string;
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actionDescription?: string;
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sceneVisualDescription?: string;
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description?: string;
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backstory?: string;
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personality?: string;
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motivation?: string;
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combatStyle?: string;
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tags?: string[];
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templateCharacterId?: string;
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imageSrc?: string;
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generatedVisualAssetId?: string;
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generatedAnimationSetId?: string;
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animationMap?: Record<string, unknown>;
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};
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export type CustomWorldAiActionConfig = {
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animation: AnimationState;
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label: string;
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templateId: string;
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fps: number;
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frameCount: number;
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durationSeconds: number;
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loop: boolean;
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required: boolean;
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fallbackStatusLabel?: string;
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};
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export const CORE_ACTIONS: CustomWorldAiActionConfig[] = [
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{
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animation: AnimationState.RUN,
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label: '奔跑',
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templateId: 'run',
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fps: 12,
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frameCount: 8,
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durationSeconds: 4,
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loop: true,
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required: true,
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},
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{
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animation: AnimationState.ATTACK,
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label: '攻击',
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templateId: 'attack_slash',
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fps: 12,
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frameCount: 8,
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durationSeconds: 4,
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loop: false,
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required: true,
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},
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{
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animation: AnimationState.IDLE,
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label: '待机',
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templateId: 'idle',
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fps: 8,
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frameCount: 8,
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durationSeconds: 4,
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loop: true,
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required: false,
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fallbackStatusLabel: '默认静止',
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},
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{
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animation: AnimationState.DIE,
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label: '死亡',
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templateId: 'die',
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fps: 8,
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frameCount: 8,
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durationSeconds: 4,
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loop: false,
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required: false,
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fallbackStatusLabel: '默认倒地动画',
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},
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];
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