version: 1 frame: {width: 70, height: 90, pivot_x: 35, pivot_y: 87} directions: [south, southwest, west, northwest, north, northeast, east, southeast] animations: idle: {frames: 4, fps: 8} walk: {frames: 8, fps: 12} attack: {frames: 6, fps: 12} # Одна камера на все компоненты и оба конвейера (Blender и растровый). # elevation_deg = atan(TILE_H / TILE_W) = atan(0.5): ровно тот же 2:1, по # которому в игре лежит пол (src/tuning.h). Разъедься эти два числа — фигура # встала бы к полу под другим углом, чем ромб под ней. camera: elevation_deg: 26.565 # Alien-Shooter-like gameplay scale: an upright 1.8 m operator occupies # roughly 28-30 internal pixels, not half the screen. pixels_per_unit: 28.0 distance: 10.0 # только для клиппинга: проекция ортографическая body_height: 1.80 # метры, худой взрослый; не бронированный громила source_model: "assets/vendor/quaternius-universal-animation-library/files/Animation Library[Standard]/Godot/AnimationLibrary_Godot_Standard.glb" source_rotation_deg: 0.0 source_scale: 0.96 source_ground_z: 0.0 # Low-resolution silhouette compensation applied after skin deformation. # It preserves the authored skeleton/actions but prevents arms and legs from # collapsing to one-pixel wires in a 70x90 sprite cell. source_silhouette_thickness: 0.022 # Every component is rendered against the same skeleton/camera. Missing source # files are allowed while authoring; `agent_assets.py validate --complete` # turns them into errors for a release build. components: body_sleek: {slot: body, style: sleek infiltration body} armor_jacket: {slot: armor, style: fitted field jacket and thin tactical harness} armor_vest: {slot: armor, style: light low-profile ballistic vest} armor_plate: {slot: armor, style: segmented medium ceramic chest plates} armor_shroud: {slot: armor, style: close-fitting stealth shroud, no cape} weapon_sword: {slot: weapon, style: narrow tactical longsword} weapon_dagger: {slot: weapon, style: compact combat dagger} weapon_rifle: {slot: weapon, style: compact suppressed assault rifle} weapon_shotgun: {slot: weapon, style: short industrial combat shotgun} weapon_pistol: {slot: weapon, style: suppressed service pistol} weapon_bow: {slot: weapon, style: compact near-future compound bow}