Combo melee skips recover if continuously striking. Combo animations consolidated to one file.

This commit is contained in:
Sam 2022-01-24 12:32:52 -05:00
parent 17258975fc
commit 0ff06edcdc
5 changed files with 715 additions and 48 deletions

View File

@ -1811,6 +1811,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
ability_info,
},
exhausted: false,
skip_recover: false,
timer: Duration::default(),
stage_section: None,
completed_strikes: 0,

View File

@ -77,6 +77,8 @@ pub struct Data {
pub static_data: StaticData,
/// Whether the attack was executed already
pub exhausted: bool,
/// Whether the strike should skip recover
pub skip_recover: bool,
/// Timer for each stage
pub timer: Duration,
/// Checks what section a strike is in, if a strike is currently being
@ -120,6 +122,13 @@ impl CharacterBehavior for Data {
}
},
Some(StageSection::Action) => {
if input_is_pressed(data, InputKind::Primary) {
update.character = CharacterState::ComboMelee2(Data {
static_data: self.static_data.clone(),
skip_recover: true,
..*self
});
}
if self.timer.as_secs_f32()
> strike_data.hit_timing * strike_data.swing_duration.as_secs_f32()
&& !self.exhausted
@ -128,6 +137,8 @@ impl CharacterBehavior for Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, None),
exhausted: true,
skip_recover: self.skip_recover
|| input_is_pressed(data, InputKind::Primary),
..*self
});
@ -145,8 +156,12 @@ impl CharacterBehavior for Data {
update.character = CharacterState::ComboMelee2(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, None),
skip_recover: self.skip_recover
|| input_is_pressed(data, InputKind::Primary),
..*self
});
} else if self.skip_recover {
next_strike(&mut update)
} else {
// Transitions to recover section of stage
update.character = CharacterState::ComboMelee2(Data {
@ -170,7 +185,6 @@ impl CharacterBehavior for Data {
update.character = CharacterState::ComboMelee2(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
completed_strikes: self.completed_strikes + 1,
stage_section: None,
..*self
});
@ -214,7 +228,9 @@ impl CharacterBehavior for Data {
fn next_strike(update: &mut StateUpdate) {
if let CharacterState::ComboMelee2(c) = &mut update.character {
c.exhausted = false;
c.skip_recover = false;
c.timer = Duration::default();
c.stage_section = Some(StageSection::Buildup);
c.completed_strikes += 1;
}
}

View File

@ -0,0 +1,672 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::{AbilityInfo, StageSection},
};
use core::f32::consts::PI;
pub struct ComboAnimation;
type ComboAnimationDependency = (
(Option<Hands>, Option<Hands>),
Option<StageSection>,
Option<AbilityInfo>,
usize,
);
impl Animation for ComboAnimation {
type Dependency<'a> = ComboAnimationDependency;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_alpha\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_alpha")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(hands, stage_section, ability_info, strike): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
match strike {
0 => {
let (move1, move2, move3, move2h) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Action) => {
(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
},
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 1.1);
next.torso.orientation = Quaternion::rotation_z(0.0);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword | ToolKind::Dagger) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.chest.orientation =
Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.2);
next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.2);
},
Some(ToolKind::Axe) => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.head.position =
Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
next.chest.orientation =
Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
* Quaternion::rotation_y(
0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0,
)
* Quaternion::rotation_z(
0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5,
);
next.head.orientation =
Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0);
},
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let moveret1 = move1 * pullback;
let moveret2 = move2 * pullback;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
next.chest.orientation =
Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
.and_then(|a| a.tool)
{
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
* Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + move2 * 10.0,
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
s_a.sc.2 + move1 * 1.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
* Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
* Quaternion::rotation_z(
s_a.sc.5 + move1 * -PI / 2.0 + move3 * -PI / 2.0,
);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
* Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
* Quaternion::rotation_z(s_a.ahr.5);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.control.position = Vec3::new(
s_a.ac.0 + move1 * -1.0 + move2 * -2.0 + move3 * 0.0,
s_a.ac.1 + move1 * -3.0 + move2 * 3.0 + move3 * -3.5,
s_a.ac.2 + move1 * 6.0 + move2 * -15.0 + move3 * -2.0,
);
next.control.orientation = Quaternion::rotation_x(
s_a.ac.3 + move1 * 0.0 + move2 * -3.0 + move3 * 0.4,
) * Quaternion::rotation_y(
s_a.ac.4 + move1 * -0.0 + move2 * -0.6 + move3 * 0.8,
) * Quaternion::rotation_z(
s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
)
},
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let moveret1 = move1 * pullback;
let moveret2 = move2 * pullback;
next.hand_l.position =
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(
s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
s_a.hc.1 + (moveret2 * 5.0),
s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
);
next.control.orientation =
Quaternion::rotation_x(
s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55),
) * Quaternion::rotation_y(
s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
) * Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
},
_ => {},
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword | ToolKind::Dagger) => {
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(
-7.0 + move2 * 5.0,
8.0 + move1 * 3.0 + move2 * 7.0,
2.0 + move1 * -6.0 + move2 * 10.0,
);
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
next.control_l.position = Vec3::new(
-7.0,
8.0 + move1 * -4.0 + move2 * 4.0,
2.0 + move1 * 16.0 + move2 * -19.0,
);
next.control_l.orientation =
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword | ToolKind::Dagger) => {
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(
7.0 + move2 * 5.0,
8.0 + move1 * 3.0 + move2 * 7.0,
2.0 + move1 * -6.0 + move2 * 8.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move2 * 2.0)
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
* Quaternion::rotation_z(move2 * 1.5);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
next.control_r.position = Vec3::new(
7.0,
8.0 + move1 * -4.0 + move2h * 4.0,
2.0 + move1 * 12.0 + move2h * -16.0,
);
next.control_r.orientation =
Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
if skeleton.holding_lantern {
next.hand_r.position =
Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
next.hand_r.orientation =
Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
next.lantern.position = Vec3::new(-0.5, -0.5, -1.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
},
1 => {
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let move1 = movement1base * pullback;
let move2 = movement2base * pullback;
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.head.position = Vec3::new(
0.0 + 2.0 + move2 * -2.0,
2.0 + move2 * -2.0 + s_a.head.0,
s_a.head.1,
);
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
next.belt.orientation = Quaternion::rotation_x(move1 * 0.1)
* Quaternion::rotation_z(move2.sin() * 0.5);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.1)
* Quaternion::rotation_z(move2.sin() * 1.5);
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
},
Some(ToolKind::Axe) => {
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.0)
* Quaternion::rotation_z(0.5 + movement1 * -0.6 + movement2 * 0.6);
next.belt.orientation =
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
next.shorts.orientation =
Quaternion::rotation_x(movement1 * -0.2 + movement2 * 0.2);
next.head.orientation =
Quaternion::rotation_y(movement1 * 0.0 + movement3 * -0.0)
* Quaternion::rotation_z(1.0 + movement1 * -0.5 + movement2 * 0.0);
next.torso.position = Vec3::new(
0.0,
0.0,
-11.0
+ 11.0 * (movement1 * 0.5 * PI).sin()
+ 11.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
);
next.torso.orientation =
Quaternion::rotation_z(movement1.powi(2) * -6.0 + movement2 * -1.7);
next.foot_l.position = Vec3::new(
-s_a.foot.0 + (movement1 * -1.0 + movement2 * -3.0),
s_a.foot.1,
s_a.foot.2 + (movement2 * 6.0),
);
next.foot_l.orientation =
Quaternion::rotation_x(movement1 * 0.2 + movement2 * 0.5)
* Quaternion::rotation_y(movement2 * 0.5);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + (movement1 * -2.0 + movement2 * -3.0),
s_a.foot.2,
);
next.foot_r.orientation =
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
* Quaternion::rotation_z(movement2 * 0.8);
},
_ => {},
}
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
* Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + movement1base * 2.0 + movement2base * -7.0,
s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
);
next.control.orientation =
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
* Quaternion::rotation_y(
s_a.sc.4 - 0.6 + movement2base * -0.2,
)
* Quaternion::rotation_z(
s_a.sc.5 - PI / 2.0 + movement1base * PI,
);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
* Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
* Quaternion::rotation_z(s_a.ahr.5);
let (move1, move2, _move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.control.position = Vec3::new(
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
* Quaternion::rotation_y(
s_a.ac.4 + move1 * -0.0 + move2 * -0.4,
)
* Quaternion::rotation_z(
s_a.ac.5 + move1 * -2.0 + move2 * -1.0,
)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_l.position =
Vec3::new(-7.0 + movement2base * -5.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(
-2.7 + movement1base * -1.0 + movement2base * 2.0,
)
* Quaternion::rotation_z(1.5 + movement1base * PI);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_l.position = Vec3::new(
-2.0 + movement1base * -5.0,
18.0 + movement1base * -10.0,
6.0 + movement1base * -10.0,
);
next.control_l.orientation =
Quaternion::rotation_x(1.7 + movement2base * 1.5)
* Quaternion::rotation_y(-3.7)
* Quaternion::rotation_z(1.5 + movement2base * PI / 2.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_r.position =
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
* Quaternion::rotation_z(1.5 + move1 * PI);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
Some(ToolKind::Axe) => {
next.control_r.position = Vec3::new(
12.0 + move1 * -10.0,
18.0 + move1 * -10.0,
4.0 + move1 * -2.0,
);
next.control_r.orientation =
Quaternion::rotation_x(1.7 + move2 * 1.5)
* Quaternion::rotation_y(-3.3)
* Quaternion::rotation_z(1.5 + move2 * PI / 2.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
},
2 => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
let pullback = 1.0 - move3;
if let Some(ToolKind::Sword) = ability_info.and_then(|a| a.tool) {
next.chest.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y((-0.1) * pullback)
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * pullback);
next.head.orientation =
Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
}
#[allow(clippy::single_match)]
match hands {
(Some(Hands::Two), _) | (None, Some(Hands::Two)) => match ability_info
.and_then(|a| a.tool)
{
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
* Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
* Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * pullback,
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * pullback,
s_a.sc.2 + (-1.9 + move1 * 2.5 * pullback),
);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3 + (-1.7) * pullback)
* Quaternion::rotation_y(
s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * pullback,
)
* Quaternion::rotation_z(
s_a.sc.5 + (1.67 + move2 * PI / 2.0) * pullback,
);
},
_ => {},
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
next.control_l.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-3.7 + move1 * -0.75 + move2 * 1.0)
* Quaternion::rotation_z(3.69);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
},
(_, _) => {},
};
match hands {
#[allow(clippy::single_match)]
(None | Some(Hands::One), Some(Hands::One)) => {
match ability_info.and_then(|a| a.tool) {
Some(ToolKind::Sword) => {
next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
next.control_r.orientation = Quaternion::rotation_x(1.7)
* Quaternion::rotation_y(-2.3 + move1 * -2.3 + move2 * 1.0)
* Quaternion::rotation_z(3.69);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
_ => {},
}
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
},
_ => {},
}
next
}
}

View File

@ -5,6 +5,7 @@ pub mod block;
pub mod chargeswing;
pub mod climb;
pub mod collect;
pub mod combomelee;
pub mod consume;
pub mod dance;
pub mod dash;
@ -40,15 +41,16 @@ pub mod wield;
pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, block::BlockAnimation,
chargeswing::ChargeswingAnimation, climb::ClimbAnimation, collect::CollectAnimation,
consume::ConsumeAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
jump::JumpAnimation, leapmelee::LeapAnimation, mount::MountAnimation, music::MusicAnimation,
repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
combomelee::ComboAnimation, consume::ConsumeAnimation, dance::DanceAnimation,
dash::DashAnimation, equip::EquipAnimation, glidewield::GlideWieldAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation, roll::RollAnimation,
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation,
sneak::SneakAnimation, sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
swimwield::SwimWieldAnimation, talk::TalkAnimation, wallrun::WallrunAnimation,
wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp;

View File

@ -1640,45 +1640,21 @@ impl FigureMgr {
},
_ => 0.0,
};
match s.completed_strikes % s.static_data.strikes.len() {
0 => anim::character::AlphaAnimation::update_skeleton(
&target_base,
(
hands,
Some(stage_section),
(Some(s.static_data.ability_info), active_tool_spec),
),
progress,
&mut state_animation_rate,
skeleton_attr,
let current_strike =
s.completed_strikes % s.static_data.strikes.len();
anim::character::ComboAnimation::update_skeleton(
&target_base,
(
hands,
Some(stage_section),
Some(s.static_data.ability_info),
current_strike,
),
1 => anim::character::SpinAnimation::update_skeleton(
&target_base,
(
hands,
rel_vel,
time,
Some(stage_section),
Some(s.static_data.ability_info),
),
progress,
&mut state_animation_rate,
skeleton_attr,
),
_ => anim::character::BetaAnimation::update_skeleton(
&target_base,
(
hands,
rel_vel.magnitude(),
time,
Some(stage_section),
Some(s.static_data.ability_info),
),
progress,
&mut state_animation_rate,
skeleton_attr,
),
}
progress,
&mut state_animation_rate,
skeleton_attr,
)
} else if physics.in_liquid().is_some() {
anim::character::SwimWieldAnimation::update_skeleton(
&target_base,