hammer leap melee anim

This commit is contained in:
jshipsey 2020-09-29 02:16:52 -04:00 committed by jiminycrick
parent e1634fa83a
commit 281155186f
3 changed files with 236 additions and 87 deletions

View File

@ -230,7 +230,7 @@ impl Tool {
energy_cost: 450,
buildup_duration: Duration::from_millis(100),
movement_duration: Duration::from_millis(200),
swing_duration: Duration::from_millis(100),
swing_duration: Duration::from_millis(300),
recover_duration: Duration::from_millis(600),
base_damage: (160.0 * self.base_power()) as u32,
knockback: 15.0,
@ -264,10 +264,10 @@ impl Tool {
recover_duration: Duration::from_millis(500),
},
LeapMelee {
energy_cost: 700,
buildup_duration: Duration::from_millis(100),
energy_cost: 0,
buildup_duration: Duration::from_millis(200),
movement_duration: Duration::from_millis(500),
swing_duration: Duration::from_millis(100),
swing_duration: Duration::from_millis(150),
recover_duration: Duration::from_millis(100),
base_damage: (240.0 * self.base_power()) as u32,
knockback: 25.0,
@ -326,7 +326,7 @@ impl Tool {
max_projectile_speed: 500.0,
},
RepeaterRanged {
energy_cost: 450,
energy_cost: 0,
movement_duration: Duration::from_millis(200),
buildup_duration: Duration::from_millis(100),
shoot_duration: Duration::from_millis(100),

View File

@ -1,13 +1,22 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::{Hands, ToolKind};
/* use std::f32::consts::PI; */
use super::super::vek::*;
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI;
pub struct LeapAnimation;
impl Animation for LeapAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, Vec3<f32>, f64);
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
f64,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -17,7 +26,7 @@ impl Animation for LeapAnimation {
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, _velocity, _global_time): Self::Dependency,
(active_tool_kind, second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
@ -26,11 +35,6 @@ impl Animation for LeapAnimation {
let mut next = (*skeleton).clone();
let lab = 1.0;
let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
let slower = (((1.0)
/ (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).sin());
// Spin stuff here
let foot = (((5.0)
@ -45,83 +49,197 @@ impl Animation for LeapAnimation {
// end spin stuff
let movement = (anim_time as f32 * 1.0).min(1.0);
if let Some(ToolKind::Hammer(_)) = active_tool_kind {
next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
next.l_hand.orientation = Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.position = Vec3::new(3.0, 0.0, 0.0);
next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.r_hand.position = Vec3::new(2.0, 0.0, 0.0);
next.r_hand.orientation = Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.57)
* Quaternion::rotation_z(1.57);
next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
next.head.position = Vec3::new(
0.0,
-2.0 + skeleton_attr.head.0 + slower * -1.0,
skeleton_attr.head.1,
);
next.head.orientation = Quaternion::rotation_z(slower * 0.05)
* Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2))
* Quaternion::rotation_y(slower * 0.05);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.position = Vec3::new(0.0, 0.0, 7.0);
next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15)
* Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26)
* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7);
next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12)
* Quaternion::rotation_x(0.0 + slower * -0.06)
* Quaternion::rotation_y(slower * -0.05);
next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7);
next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08)
* Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08)
* Quaternion::rotation_y(slower * -0.07);
next.lantern.orientation =
Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4);
next.hold.scale = Vec3::one() * 0.0;
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
slower * 3.0 + slowersmooth * -6.0 - 2.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
slower * 2.0 + slowersmooth * -4.0 - 1.0,
-2.0 + skeleton_attr.foot.2,
);
next.r_foot.orientation =
Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0);
next.control.scale = Vec3::one();
next.control.position = Vec3::new(-7.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5)
next.control.position = Vec3::new(6.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2);
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.lantern.position = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_z(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
next.control.position = Vec3::new(6.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(movement * 0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.5);
next.head.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * -0.4);
},
StageSection::Movement => {
next.control.position = Vec3::new(
6.0 + movement * -10.0,
7.0 + movement * 5.0,
1.0 + movement * 5.0,
);
next.control.orientation = Quaternion::rotation_x(0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(0.3 + movement * 0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.5 + movement * 0.2);
next.head.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(movement * -0.1)
* Quaternion::rotation_z(-0.4 + movement * -0.2);
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 - 5.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation = Quaternion::rotation_x(-0.8);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.r_foot.orientation = Quaternion::rotation_x(0.9);
},
StageSection::Swing => {
next.control.position =
Vec3::new(-4.0, 12.0 + movement * 13.0, 6.0 + movement * -7.0);
next.control.orientation = Quaternion::rotation_x(0.3 + movement * -3.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.0 + movement * 0.5);
next.chest.orientation = Quaternion::rotation_x(0.6 + movement * -0.9)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.7 + movement * -0.7);
next.head.orientation = Quaternion::rotation_x(movement * 0.2)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(-0.6 + movement * 0.6);
next.l_hand.position = Vec3::new(-12.0 + movement * 10.0, 0.0, 0.0);
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 - 5.0,
);
next.l_foot.orientation = Quaternion::rotation_x(0.9);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 - 5.0,
skeleton_attr.foot.2,
);
next.r_foot.orientation = Quaternion::rotation_x(-0.8);
},
StageSection::Recover => {
next.control.position = Vec3::new(-4.0, 25.0, -1.0);
next.control.orientation = Quaternion::rotation_x(-2.7)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.5);
next.chest.orientation = Quaternion::rotation_x(-0.3 + movement * 0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.head.orientation = Quaternion::rotation_x(0.2)
* Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(0.0);
next.l_hand.position = Vec3::new(-2.0, 0.0, 0.0);
},
_ => {},
}
}
/* if let Some(ToolKind::Hammer(_)) = active_tool_kind {
next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.position = Vec3::new(3.0, 0.0, 0.0);
next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.57)
* Quaternion::rotation_z(1.57);
next.head.position = Vec3::new(
0.0,
-2.0 + skeleton_attr.head.0 + slower * -1.0,
skeleton_attr.head.1,
);
next.head.orientation = Quaternion::rotation_z(slower * 0.05)
* Quaternion::rotation_x((slowersmooth * -0.25 + slower * 0.55).max(-0.2))
* Quaternion::rotation_y(slower * 0.05);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.position = Vec3::new(0.0, 0.0, 7.0);
next.chest.orientation = Quaternion::rotation_z(slower * 0.08 + slowersmooth * 0.15)
* Quaternion::rotation_x(-0.3 + slower * 0.45 + slowersmooth * 0.26)
* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
next.belt.position = Vec3::new(0.0, 0.0, -2.0 + slower * -0.7);
next.belt.orientation = Quaternion::rotation_z(slower * -0.16 + slowersmooth * -0.12)
* Quaternion::rotation_x(0.0 + slower * -0.06)
* Quaternion::rotation_y(slower * -0.05);
next.shorts.position = Vec3::new(0.0, 0.0, -5.0 + slower * -0.7);
next.shorts.orientation = Quaternion::rotation_z(slower * -0.08 + slowersmooth * -0.08)
* Quaternion::rotation_x(0.0 + slower * -0.08 + slowersmooth * -0.08)
* Quaternion::rotation_y(slower * -0.07);
next.lantern.orientation =
Quaternion::rotation_x(slower * -0.7 + 0.4) * Quaternion::rotation_y(slower * 0.4);
next.hold.scale = Vec3::one() * 0.0;
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
slower * 3.0 + slowersmooth * -6.0 - 2.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(slower * -0.2 + slowersmooth * -0.3 - 0.2);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
slower * 2.0 + slowersmooth * -4.0 - 1.0,
-2.0 + skeleton_attr.foot.2,
);
next.r_foot.orientation =
Quaternion::rotation_x(slower * -0.4 + slowersmooth * -0.6 - 1.0);
next.control.scale = Vec3::one();
next.control.position = Vec3::new(-7.0, 7.0, 1.0);
next.control.orientation = Quaternion::rotation_x(-0.7 + slower * 1.5)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.4 + slowersmooth * -0.4 + slower * 0.2);
next.control.scale = Vec3::one();
next.lantern.position = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_z(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
*/
} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
//INTENTION: SWORD
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);

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@ -986,11 +986,42 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::LeapMelee(_) => {
CharacterState::LeapMelee(s) => {
let stage_progress = match active_tool_kind {
Some(ToolKind::Axe(_) | ToolKind::Hammer(_)) => {
let stage_time = s.timer.as_secs_f64();
match s.stage_section {
StageSection::Buildup => {
stage_time
/ s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Movement => {
stage_time
/ s.static_data.movement_duration.as_secs_f64()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time
/ s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
}
},
_ => state.state_time,
};
anim::character::LeapAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0, time),
state.state_time,
(
active_tool_kind,
second_tool_kind,
vel.0,
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)