配置档案 · 2026-11-02
actions
历史配置,非现行运行值。可阅读与下载;伙伴、浮鼓或候选数值按当时版本保留。
{
"light": {
"input": "J / south_face / touch_light",
"body": "撑脚稳住→髋肩带臂→腕部击鼓→反弹收势",
"pre_contact": "pose preparation has no audio, damage or score; bounded IK only at release",
"hit": "drum_contact emits wave; target collision causes HP loss",
"music": "actual_drum_contact_triggers_percussion; authored_main_beat_offset_calibrated",
"movement": "保持路线推进",
"anticipation_lead_ms_candidate": 240,
"input_to_contact_target_ms": 80,
"release_target_status": "测试目标,非爱音塔实测",
"contact_policy": "anticipate before cue; input triggers release immediately; no wait to next beat",
"grade_policy": "grade once at input; log real contact delta separately; no second rhythm penalty"
},
"heavy": {
"input": "K / east_face / touch_heavy",
"body": "沉髋蓄势→转腰带肩→短槌重落→全身回弹",
"pre_contact": "pose preparation has no audio, damage or score; bounded IK only at release",
"hit": "larger impulse and break threshold; not giant weapon",
"music": "actual_drum_contact_triggers_percussion; authored_main_beat_offset_calibrated",
"movement": "预定重击平台,避免同时精确跳跃",
"anticipation_lead_ms_candidate": 320,
"input_to_contact_target_ms": 100,
"release_target_status": "测试目标,非爱音塔实测",
"contact_policy": "anticipate before cue; input triggers release immediately; no wait to next beat",
"grade_policy": "grade once at input; log real contact delta separately; no second rhythm penalty"
},
"jump": {
"input": "W_or_Space / north_face / touch_jump",
"cue_to_contact_beats": 0,
"body": "压身蹬地→空中收腿→脚先触地→屈膝吸收",
"music": "takeoff_percussion; landing_secondary_if_authored",
"coyote_ms": 90,
"jump_buffer_ms": 100,
"max_air_actions": 1
},
"dash": {
"input": "L_or_Shift / west_face / touch_dash",
"cue_to_contact_beats": 0,
"body": "低重心穿身或侧翻,出口可接跑",
"music": "short_transient",
"invulnerability_ms": 100,
"rule": "only authored hazard windows; no permanent spam invulnerability"
},
"liva": {
"input": "auto_response_to_successful_phrase",
"rule": "phrase_success unlocks one authored reachable cloud foothold; no random required platform",
"manual_call": "later_candidate_not_first_level"
},
"global": {
"response_target_ms": 50,
"response_target_status": "target_to_measure_on_hardware_not_claim",
"damage_only_on_wave_collision": true,
"visual_grade_locked_at_input": true,
"collision_failure": "keep rhythm grade; mark combat miss, no HP loss; diagnose reachability",
"contact_time": "实际接触时记录;不预先把落槌锁到未来半拍;以完整动作相位和误差分布评审",
"slow_tempo_fast_tempo": "re-author_offsets_or_change_action; never arbitrary whole-body speed scaling",
"response_target_scope": "输入到首次可见动作;不是触鼓延迟承诺",
"turning_policy": "转身/不可达状态单独统计;不可瞬移鼓或扭曲骨架掩盖长延迟;路线提前给目标方向",
"root_authority": "角色根运动仅由一个控制器消费;动画与物理不得重复叠加位移"
}
}