Wield glider instead of weapon when attempting glide wield, change behavior when running into walls to not drop out of gliding

This commit is contained in:
Justin Shipsey 2020-06-16 21:32:39 +00:00
parent c22f9530e4
commit 2f896849d4
23 changed files with 451 additions and 45 deletions

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@ -35,6 +35,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Fixed a bug where walk/run sfx played while a character rolled/dodged - Fixed a bug where walk/run sfx played while a character rolled/dodged
- Energy regen resets on last ability use instead of on wield - Energy regen resets on last ability use instead of on wield
- Fixed unable to use ability; Secondary and ability3 (fire rod) will now automatically wield - Fixed unable to use ability; Secondary and ability3 (fire rod) will now automatically wield
- Gliding is now a toggle that can be triggered from the ground
### Removed ### Removed

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@ -413,6 +413,26 @@ impl Client {
} }
} }
pub fn toggle_glide(&mut self) {
let is_gliding = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.get(self.entity)
.map(|cs| {
matches!(
cs,
comp::CharacterState::GlideWield | comp::CharacterState::Glide
)
});
match is_gliding {
Some(true) => self.control_action(ControlAction::Unwield),
Some(false) => self.control_action(ControlAction::GlideWield),
None => warn!("Can't toggle glide, client entity doesn't have a `CharacterState`"),
}
}
fn control_action(&mut self, control_action: ControlAction) { fn control_action(&mut self, control_action: ControlAction) {
if let Some(controller) = self if let Some(controller) = self
.state .state

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@ -41,6 +41,7 @@ pub enum CharacterState {
Sit, Sit,
Dance, Dance,
Glide, Glide,
GlideWield,
/// A basic blocking state /// A basic blocking state
BasicBlock, BasicBlock,
/// Player is busy equipping or unequipping weapons /// Player is busy equipping or unequipping weapons

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@ -29,6 +29,7 @@ pub enum ControlEvent {
pub enum ControlAction { pub enum ControlAction {
SwapLoadout, SwapLoadout,
Wield, Wield,
GlideWield,
Unwield, Unwield,
Sit, Sit,
Dance, Dance,

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@ -12,6 +12,7 @@ impl CharacterBehavior for Data {
let mut update = StateUpdate::from(data); let mut update = StateUpdate::from(data);
handle_wield(data, &mut update); handle_wield(data, &mut update);
handle_jump(&data, &mut update);
// Try to Fall/Stand up/Move // Try to Fall/Stand up/Move
if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 { if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 {

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@ -1,3 +1,4 @@
use super::utils::handle_climb;
use crate::{ use crate::{
comp::{CharacterState, StateUpdate}, comp::{CharacterState, StateUpdate},
sys::character_behavior::{CharacterBehavior, JoinData}, sys::character_behavior::{CharacterBehavior, JoinData},
@ -17,17 +18,15 @@ impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate { fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data); let mut update = StateUpdate::from(data);
// If glide button isn't held or player is on ground, end glide // If player is on ground, end glide
if !data.inputs.glide.is_pressed() || data.physics.on_ground { if data.physics.on_ground {
update.character = CharacterState::Idle; update.character = CharacterState::GlideWield;
return update; return update;
} }
// If there is a wall in front of character go to climb // If there is a wall in front of character and they are trying to climb go to
if data.physics.on_wall.is_some() { // climb
update.character = CharacterState::Climb; handle_climb(&data, &mut update);
return update;
}
// Move player according to movement direction vector // Move player according to movement direction vector
update.vel.0 += Vec2::broadcast(data.dt.0) update.vel.0 += Vec2::broadcast(data.dt.0)
@ -56,4 +55,10 @@ impl CharacterBehavior for Data {
update update
} }
fn unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
} }

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@ -0,0 +1,41 @@
use super::utils::*;
use crate::{
comp::{CharacterState, StateUpdate},
sys::character_behavior::{CharacterBehavior, JoinData},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(&data, &mut update, 1.0);
handle_jump(&data, &mut update);
// If not on the ground while wielding glider enter gliding state
if !data.physics.on_ground && !data.physics.in_fluid {
update.character = CharacterState::Glide;
}
update
}
fn sit(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn dance(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
fn unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
}

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@ -14,7 +14,6 @@ impl CharacterBehavior for Data {
handle_jump(data, &mut update); handle_jump(data, &mut update);
handle_wield(data, &mut update); handle_wield(data, &mut update);
handle_climb(data, &mut update); handle_climb(data, &mut update);
handle_glide(data, &mut update);
handle_dodge_input(data, &mut update); handle_dodge_input(data, &mut update);
update update
@ -38,6 +37,12 @@ impl CharacterBehavior for Data {
update update
} }
fn glide_wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update);
update
}
fn swap_loadout(&self, data: &JoinData) -> StateUpdate { fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data); let mut update = StateUpdate::from(data);
attempt_swap_loadout(data, &mut update); attempt_swap_loadout(data, &mut update);

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@ -7,6 +7,7 @@ pub mod dance;
pub mod dash_melee; pub mod dash_melee;
pub mod equipping; pub mod equipping;
pub mod glide; pub mod glide;
pub mod glide_wield;
pub mod idle; pub mod idle;
pub mod roll; pub mod roll;
pub mod sit; pub mod sit;

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@ -12,6 +12,7 @@ impl CharacterBehavior for Data {
let mut update = StateUpdate::from(data); let mut update = StateUpdate::from(data);
handle_wield(data, &mut update); handle_wield(data, &mut update);
handle_jump(&data, &mut update);
// Try to Fall/Stand up/Move // Try to Fall/Stand up/Move
if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 { if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 {

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@ -154,16 +154,10 @@ pub fn attempt_swap_loadout(_data: &JoinData, update: &mut StateUpdate) {
} }
} }
/// Checks that player can glide and updates `CharacterState` if so /// Checks that player can wield the glider and updates `CharacterState` if so
pub fn handle_glide(data: &JoinData, update: &mut StateUpdate) { pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
if let CharacterState::Idle { .. } | CharacterState::Wielding { .. } = update.character { if data.physics.on_ground && !data.physics.in_fluid && data.body.is_humanoid() {
if data.inputs.glide.is_pressed() update.character = CharacterState::GlideWield;
&& !data.physics.on_ground
&& !data.physics.in_fluid
&& data.body.is_humanoid()
{
update.character = CharacterState::Glide;
}
} }
} }

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@ -13,7 +13,6 @@ impl CharacterBehavior for Data {
handle_move(&data, &mut update, 1.0); handle_move(&data, &mut update, 1.0);
handle_jump(&data, &mut update); handle_jump(&data, &mut update);
handle_climb(&data, &mut update); handle_climb(&data, &mut update);
handle_glide(&data, &mut update);
handle_ability1_input(&data, &mut update); handle_ability1_input(&data, &mut update);
handle_ability2_input(&data, &mut update); handle_ability2_input(&data, &mut update);
handle_ability3_input(&data, &mut update); handle_ability3_input(&data, &mut update);

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@ -18,6 +18,7 @@ pub trait CharacterBehavior {
// Impl these to provide behavior for these inputs // Impl these to provide behavior for these inputs
fn swap_loadout(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) } fn swap_loadout(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) } fn wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn glide_wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn unwield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) } fn unwield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn sit(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) } fn sit(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn dance(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) } fn dance(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
@ -26,6 +27,7 @@ pub trait CharacterBehavior {
match event { match event {
ControlAction::SwapLoadout => self.swap_loadout(data), ControlAction::SwapLoadout => self.swap_loadout(data),
ControlAction::Wield => self.wield(data), ControlAction::Wield => self.wield(data),
ControlAction::GlideWield => self.glide_wield(data),
ControlAction::Unwield => self.unwield(data), ControlAction::Unwield => self.unwield(data),
ControlAction::Sit => self.sit(data), ControlAction::Sit => self.sit(data),
ControlAction::Dance => self.dance(data), ControlAction::Dance => self.dance(data),
@ -197,6 +199,9 @@ impl<'a> System<'a> for Sys {
CharacterState::Idle => states::idle::Data.handle_event(&j, action), CharacterState::Idle => states::idle::Data.handle_event(&j, action),
CharacterState::Climb => states::climb::Data.handle_event(&j, action), CharacterState::Climb => states::climb::Data.handle_event(&j, action),
CharacterState::Glide => states::glide::Data.handle_event(&j, action), CharacterState::Glide => states::glide::Data.handle_event(&j, action),
CharacterState::GlideWield => {
states::glide_wield::Data.handle_event(&j, action)
},
CharacterState::Sit => { CharacterState::Sit => {
states::sit::Data::handle_event(&states::sit::Data, &j, action) states::sit::Data::handle_event(&states::sit::Data, &j, action)
}, },
@ -226,6 +231,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Idle => states::idle::Data.behavior(&j), CharacterState::Idle => states::idle::Data.behavior(&j),
CharacterState::Climb => states::climb::Data.behavior(&j), CharacterState::Climb => states::climb::Data.behavior(&j),
CharacterState::Glide => states::glide::Data.behavior(&j), CharacterState::Glide => states::glide::Data.behavior(&j),
CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j), CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j), CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
CharacterState::BasicBlock => states::basic_block::Data.behavior(&j), CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),

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@ -81,6 +81,7 @@ impl<'a> System<'a> for Sys {
| CharacterState::Sit { .. } | CharacterState::Sit { .. }
| CharacterState::Dance { .. } | CharacterState::Dance { .. }
| CharacterState::Glide { .. } | CharacterState::Glide { .. }
| CharacterState::GlideWield { .. }
| CharacterState::Wielding { .. } | CharacterState::Wielding { .. }
| CharacterState::Equipping { .. } | CharacterState::Equipping { .. }
| CharacterState::Boost { .. } => { | CharacterState::Boost { .. } => {

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@ -0,0 +1,304 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use std::{f32::consts::PI, ops::Mul};
use vek::*;
pub struct GlideWieldAnimation;
impl Animation for GlideWieldAnimation {
type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f64);
type Skeleton = CharacterSkeleton;
#[allow(clippy::identity_conversion)] // TODO: Pending review in #587
fn update_skeleton(
skeleton: &Self::Skeleton,
(_active_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let slow = (anim_time as f32 * 1.0).sin();
let breathe = ((anim_time as f32 * 0.5).sin()).abs();
let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
let walk = if speed > 5.0 { 1.0 } else { 0.5 };
let lower = if speed > 5.0 { 0.0 } else { 1.0 };
let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
let lab = 1.0;
let foothoril = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.45).sin();
let foothorir = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * (0.45)).sin();
let footvertl = (anim_time as f32 * 16.0 * walk * lab as f32).sin();
let footvertr = (anim_time as f32 * 16.0 * walk * lab as f32 + PI).sin();
let footrotl = (((5.0)
/ (2.5
+ (2.5)
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin())
.powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin());
let footrotr = (((5.0)
/ (1.0
+ (4.0)
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin())
.powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin());
let short = (((5.0)
/ (1.5
+ 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
let shorte = (((5.0)
/ (4.0
+ 1.0 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
let shortalt = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin();
let shortalter = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / -2.0).sin();
let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin();
let head_look = Vec2::new(
((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(7331.0)
.sin()
* 0.2,
((global_time + anim_time) as f32 / 18.0)
.floor()
.mul(1337.0)
.sin()
* 0.1,
);
let ori = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if Vec2::new(ori, last_ori)
.map(|o| Vec2::<f32>::from(o).magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& ori.angle_between(last_ori).is_finite()
{
ori.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), ori).signum()
} else {
0.0
} * 1.3;
next.l_hand.offset = Vec3::new(
-2.0 - skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2 + 15.0,
);
next.l_hand.ori = Quaternion::rotation_x(3.35);
next.l_hand.scale = Vec3::one();
next.r_hand.offset = Vec3::new(
2.0 + skeleton_attr.hand.0,
skeleton_attr.hand.1,
skeleton_attr.hand.2 + 15.0,
);
next.r_hand.ori = Quaternion::rotation_x(3.35);
next.r_hand.scale = Vec3::one();
if speed > 0.5 {
next.head.offset = Vec3::new(
0.0,
-3.0 + skeleton_attr.head.0,
skeleton_attr.head.1 + short * 0.1,
);
next.head.ori = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.1)
* Quaternion::rotation_x(head_look.y + 0.45 - lower * 0.35);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + 2.0 + shortalt * -1.5 - lower,
);
next.chest.ori = Quaternion::rotation_z(short * 0.10 * walkintensity + tilt * -1.0)
* Quaternion::rotation_y(tilt * 2.2)
* Quaternion::rotation_x(
shortalter * 0.035 + wave_stop * speed * -0.1 + (tilt.abs()),
);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
* Quaternion::rotation_y(tilt * 0.5);
next.belt.scale = Vec3::one();
next.glider.ori = Quaternion::rotation_x(0.8);
next.glider.offset = Vec3::new(0.0, -10.0, 15.0);
next.glider.scale = Vec3::one() * 1.0;
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.ori =
Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
* Quaternion::rotation_y(tilt * 0.7);
next.shorts.scale = Vec3::one();
next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
-1.5 + skeleton_attr.foot.1 + foothoril * -8.5 * walkintensity - lower * 1.0,
2.0 + skeleton_attr.foot.2 + ((footvertl * -2.7).max(-1.0)) * walkintensity,
);
next.l_foot.ori = Quaternion::rotation_x(-0.2 + footrotl * -1.2 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
-1.5 + skeleton_attr.foot.1 + foothorir * -8.5 * walkintensity - lower * 1.0,
2.0 + skeleton_attr.foot.2 + ((footvertr * -2.7).max(-1.0)) * walkintensity,
);
next.r_foot.ori = Quaternion::rotation_x(-0.2 + footrotr * -1.2 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.main.offset = Vec3::new(-7.0, -6.5, 15.0);
next.main.ori =
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
next.main.scale = Vec3::one();
next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori =
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
next.control.ori = Quaternion::rotation_x(0.0);
next.control.scale = Vec3::one();
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
} else {
next.head.offset = Vec3::new(
0.0,
-3.0 + skeleton_attr.head.0,
skeleton_attr.head.1 + slow * 0.3 + breathe * -0.05,
);
next.head.ori =
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale + breathe * -0.05;
next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0,
skeleton_attr.chest.1 + slow * 0.3,
);
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
next.chest.scale = Vec3::one() * 1.01 + breathe * 0.03;
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1);
next.belt.scale = Vec3::one() + breathe * -0.03;
next.glider.ori = Quaternion::rotation_x(0.35);
next.glider.offset = Vec3::new(0.0, -9.0, 17.0);
next.glider.scale = Vec3::one() * 1.0;
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
next.back.scale = Vec3::one() * 1.02;
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(head_look.x * -0.2);
next.shorts.scale = Vec3::one() + breathe * -0.03;
next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1,
skeleton_attr.foot.2,
);
next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
next.r_shoulder.offset = Vec3::new(
skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,
skeleton_attr.shoulder.2,
);
next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
next.main.scale = Vec3::one();
next.second.offset = Vec3::new(0.0, 0.0, 0.0);
next.second.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.scale = Vec3::one();
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
}
next
}
}

View File

@ -55,43 +55,49 @@ impl Animation for GlidingAnimation {
0.0 0.0
}; };
let tiltcancel = if anim_time > 1.0 {
1.0
} else {
anim_time as f32
};
next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1); next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y) next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y)
* Quaternion::rotation_z(head_look.x + slowa * 0.15); * Quaternion::rotation_z(head_look.x + slowa * 0.15);
next.chest.offset = Vec3::new(0.0, 0.0, -2.0); next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.ori = Quaternion::rotation_z(slowa * 0.2); next.chest.ori = Quaternion::rotation_z(slowa * 0.02);
next.belt.offset = Vec3::new(0.0, 0.0, -2.0); next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(slowa * 0.25); next.belt.ori = Quaternion::rotation_z(slowa * 0.1 + tilt * tiltcancel * 12.0);
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1); next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_z(slowa * 0.35); next.shorts.ori = Quaternion::rotation_z(slowa * 0.12 + tilt * tiltcancel * 16.0);
next.l_hand.offset = Vec3::new(-9.5 + slowa * -1.5, -3.0 + slowa * 1.5, 10.0); next.l_hand.offset = Vec3::new(-9.5, -3.0, 10.0);
next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1); next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1);
next.r_hand.offset = Vec3::new(9.5 + slowa * -1.5, -3.0 + slowa * -1.5, 10.0); next.r_hand.offset = Vec3::new(9.5, -3.0, 10.0);
next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10); next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10);
next.l_foot.offset = Vec3::new( next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0, -skeleton_attr.foot.0,
skeleton_attr.foot.1, skeleton_attr.foot.1 + slowa * -1.0 + tilt * tiltcancel * -35.0,
-9.0 + skeleton_attr.foot.2, -1.0 + skeleton_attr.foot.2,
); );
next.l_foot.ori = Quaternion::rotation_x( next.l_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04, (wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04,
); ) * Quaternion::rotation_z(tilt * tiltcancel * 20.0);
next.l_foot.scale = Vec3::one(); next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new( next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0, skeleton_attr.foot.0,
skeleton_attr.foot.1, skeleton_attr.foot.1 + slowa * 1.0 + tilt * tiltcancel * 35.0,
-9.0 + skeleton_attr.foot.2, -1.0 + skeleton_attr.foot.2,
); );
next.r_foot.ori = Quaternion::rotation_x( next.r_foot.ori = Quaternion::rotation_x(
(wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04, (wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04,
); ) * Quaternion::rotation_z(tilt * tiltcancel * 20.0);
next.r_foot.scale = Vec3::one(); next.r_foot.scale = Vec3::one();
next.l_shoulder.offset = Vec3::new( next.l_shoulder.offset = Vec3::new(
@ -125,9 +131,9 @@ impl Animation for GlidingAnimation {
); );
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, -4.0, 0.0) / 11.0 * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + slow * 0.06) next.torso.ori = Quaternion::rotation_x(-0.06 * speed.max(12.0) + slow * 0.04)
* Quaternion::rotation_y(tilt * 32.0); * Quaternion::rotation_y(tilt * tiltcancel * 32.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();

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@ -7,6 +7,7 @@ pub mod climb;
pub mod dance; pub mod dance;
pub mod dash; pub mod dash;
pub mod equip; pub mod equip;
pub mod glidewield;
pub mod gliding; pub mod gliding;
pub mod idle; pub mod idle;
pub mod jump; pub mod jump;
@ -23,10 +24,11 @@ pub mod wield;
pub use self::{ pub use self::{
alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation, alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation,
blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation, blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation,
dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation, gliding::GlidingAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation,
swim::SwimAnimation, wield::WieldAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation,
wield::WieldAnimation,
}; };
use super::{Bone, Skeleton}; use super::{Bone, Skeleton};
@ -100,7 +102,7 @@ impl Skeleton for CharacterSkeleton {
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
FigureBoneData::new(torso_mat * self.glider.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.glider.compute_base_matrix()),
FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * main_mat), FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * main_mat),
FigureBoneData::new( FigureBoneData::new(
torso_mat * chest_mat * control_mat * r_control_mat * second_mat, torso_mat * chest_mat * control_mat * r_control_mat * second_mat,

View File

@ -167,7 +167,7 @@ impl Animation for ShootAnimation {
Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4); Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.hold.offset = Vec3::new(17.4, -24.8, -10.5); next.hold.offset = Vec3::new(17.5, -25.0, -10.5);
next.hold.ori = Quaternion::rotation_x(-1.6) next.hold.ori = Quaternion::rotation_x(-1.6)
* Quaternion::rotation_y(-0.1) * Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);

View File

@ -151,7 +151,7 @@ impl Animation for SwimAnimation {
next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.lantern.scale = Vec3::one() * 0.65; next.lantern.scale = Vec3::one() * 0.65;
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler; next.torso.offset = Vec3::new(0.0, -1.2 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05) next.torso.ori = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05)
* Quaternion::rotation_z(tilt * 12.0); * Quaternion::rotation_z(tilt * 12.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;

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@ -8,6 +8,7 @@ pub struct KeyState {
pub climb_up: bool, pub climb_up: bool,
pub climb_down: bool, pub climb_down: bool,
pub toggle_wield: bool, pub toggle_wield: bool,
pub toggle_glide: bool,
pub toggle_sit: bool, pub toggle_sit: bool,
pub toggle_dance: bool, pub toggle_dance: bool,
pub auto_walk: bool, pub auto_walk: bool,
@ -27,6 +28,7 @@ impl KeyState {
climb_up: false, climb_up: false,
climb_down: false, climb_down: false,
toggle_wield: false, toggle_wield: false,
toggle_glide: false,
toggle_sit: false, toggle_sit: false,
toggle_dance: false, toggle_dance: false,
auto_walk: false, auto_walk: false,

View File

@ -730,6 +730,15 @@ impl FigureMgr {
skeleton_attr, skeleton_attr,
) )
}, },
CharacterState::GlideWield { .. } => {
anim::character::GlideWieldAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0, ori, state.last_ori, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::Dance { .. } => { CharacterState::Dance { .. } => {
anim::character::DanceAnimation::update_skeleton( anim::character::DanceAnimation::update_skeleton(
&CharacterSkeleton::new(), &CharacterSkeleton::new(),

View File

@ -354,9 +354,14 @@ impl PlayState for SessionState {
} }
self.key_state.right = state self.key_state.right = state
}, },
Event::InputUpdate(GameInput::Glide, state) => { Event::InputUpdate(GameInput::Glide, state)
self.inputs.glide.set_state(state); if state != self.key_state.toggle_glide =>
}, {
self.key_state.toggle_glide = state;
if state {
self.client.borrow_mut().toggle_glide();
}
}
Event::InputUpdate(GameInput::Climb, state) => { Event::InputUpdate(GameInput::Climb, state) => {
self.key_state.climb_up = state; self.key_state.climb_up = state;
}, },