feat(t3): 主角三态切换——portrait 换装 new-normal+attack/hit 入包+挂事件切换+结算回 idle
①48px 档生成器默认补 attack/hit 两档(hero-ref/edit 1x 源→character_hero_attack/hit.png;new-hit.pxo 09-27 已程序导出 hit_1x 在位,U1 手出预案不触发);机检 11/11 过 ②ui_kit 增 TEX_HERO_ATTACK/TEX_HERO_HIT;TEX_HERO_PORTRAIT 注记改 normal 态(48px 档换装) ③standee_body 状态机:register_hero_state(组合点注册,缺位不注册=该态保持现纹理)/set_hero_state(短驻 0.35s 自回 idle;未注册态保持)/hero_state_probe;_revive 增态回 idle;set_hero 增死亡残位复活(hp>0——敌侧 set_data 同款) ④battle_stage_view:三态注册+_init;on_step_row_fx 主角攻击行→attack 态/受击行→hit 态(闪白弹道归 T5 拆早退);settle_hero_idle 显式收尾挂 main 两侧 battle_finished/adventure_finished ⑤fx_probe 扩第五段:三态切换+短驻自回+死亡复活断言 轻闸=冒烟 576/0+三探针 PASS(编辑器刷缓存后)
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@@ -439,8 +439,8 @@ def dom_block_resize(im, nw, nh):
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return out
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def build_standee48(batch_root, out_dir, extra_hero_states=()):
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"""九张 48px 站桩槽位档:源=八敌 pixel-1+主角 normal_1x(extra_hero_states 追加 attack/hit)。
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def build_standee48(batch_root, out_dir, extra_hero_states=("attack", "hit")):
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"""九张 48px 站桩槽位档:源=八敌 pixel-1+主角 normal_1x(extra_hero_states 追加 attack/hit,T3 起默认)。
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口径(代拍板待追认): 敌八种统一比例(最大体量归 48 高,相对体量语义=字形回退 ▂▆█ 同构);
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主角自适比例(48/56);NEAREST 零插值;内容 bbox 裁边后底中锚贴 (w,48) 透明画布。
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