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idle block animation
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e7c61c30cc
commit
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@ -8,6 +8,7 @@ pub enum Animation {
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Jump,
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Gliding,
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Attack,
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Block,
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Roll,
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Crun,
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Cidle,
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@ -41,7 +41,7 @@ impl<'a> System<'a> for Sys {
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(false, Jump, Wield { .. }) => Animation::Cjump,
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(_, Glide, Idle) => Animation::Gliding,
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(_, _, Attack { .. }) => Animation::Attack,
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(_, _, Block { .. }) => Animation::Gliding,
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(_, _, Block { .. }) => Animation::Block,
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// Impossible animation (Caused by missing animations or syncing delays)
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_ => Animation::Gliding,
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};
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260
voxygen/src/anim/character/block.rs
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260
voxygen/src/anim/character/block.rs
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@ -0,0 +1,260 @@
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use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use common::comp::item::Tool;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct Input {
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pub attack: bool,
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}
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pub struct BlockAnimation;
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impl Animation for BlockAnimation {
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type Skeleton = CharacterSkeleton;
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type Dependency = f64;
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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global_time: f64,
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anim_time: f64,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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let wave_slow = (anim_time as f32 * 6.0 + PI).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 1.5)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.3,
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((global_time + anim_time) as f32 / 1.5)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.15,
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);
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next.head.offset = Vec3::new(
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0.0 + skeleton_attr.neck_right + wave_slow_cos * 0.2,
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1.0 + skeleton_attr.neck_forward,
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skeleton_attr.neck_height + 13.5 + wave_ultra_slow * 0.2,
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);
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next.head.ori =
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Quaternion::rotation_x(-0.25);
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next.head.scale = Vec3::one() * 1.01 * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 5.0 + wave_ultra_slow * 0.2);
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next.chest.ori = Quaternion::rotation_x(-0.15) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.01);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 3.0 + wave_ultra_slow * 0.2);
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next.belt.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(wave_ultra_slow_cos * 0.008);
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next.belt.scale = Vec3::one() * 1.01;
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next.shorts.offset = Vec3::new(0.0 + wave_slow_cos * 0.2, 0.0, 1.0 + wave_ultra_slow * 0.2);
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next.shorts.ori = Quaternion::rotation_x(0.1);
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next.shorts.scale = Vec3::one();
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match Tool::Hammer {
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//TODO: Inventory
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Tool::Sword => {
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next.l_hand.offset = Vec3::new(
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-6.0,
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3.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0,
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3.0,
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-2.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Axe => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Hammer => {
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next.l_hand.offset = Vec3::new(-5.5, 9.0, 5.5);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_z(0.5);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(8.4, 9.3, 5.5);
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next.r_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_z(0.5);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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7.0 + skeleton_attr.weapon_x,
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10.75 + skeleton_attr.weapon_y,
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5.5,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.57)
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* Quaternion::rotation_z(0.5);
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next.weapon.scale = Vec3::one();
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}
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Tool::Staff => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::SwordShield => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Bow => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.0 + wave_ultra_slow_cos * 0.5,
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-2.0 + wave_ultra_slow * 1.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x + wave_ultra_slow_cos * 1.0,
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4.5 + skeleton_attr.weapon_y + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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Tool::Daggers => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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0.0 + wave_ultra_slow * 1.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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next.r_hand.offset = Vec3::new(-6.0, 3.0, -2.0);
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next.r_hand.ori = Quaternion::rotation_x(-0.3);
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next.r_hand.scale = Vec3::one() * 1.01;
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next.weapon.offset = Vec3::new(
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-6.0 + skeleton_attr.weapon_x,
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4.5 + skeleton_attr.weapon_y,
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0.0,
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);
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next.weapon.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, 0.3, 8.0 + wave_ultra_slow_cos * 0.1);
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next.l_foot.ori = Quaternion::rotation_x(-0.3);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, 1.2, 8.0 + wave_ultra_slow * 0.1);
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next.r_foot.ori = Quaternion::rotation_x(0.3);
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next.r_foot.scale = Vec3::one();
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next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
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next.l_shoulder.ori = Quaternion::rotation_x(0.0);
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next.l_shoulder.scale = Vec3::one() * 1.1;
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next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
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next.r_shoulder.ori = Quaternion::rotation_x(0.0);
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next.r_shoulder.scale = Vec3::one() * 1.1;
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next.draw.offset = Vec3::new(0.0, 5.0, 0.0);
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next
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}
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}
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@ -7,6 +7,7 @@ pub mod idle;
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pub mod jump;
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pub mod roll;
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pub mod run;
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pub mod block;
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// Reexports
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pub use self::attack::AttackAnimation;
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@ -18,6 +19,8 @@ pub use self::idle::IdleAnimation;
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pub use self::jump::JumpAnimation;
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pub use self::roll::RollAnimation;
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pub use self::run::RunAnimation;
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pub use self::block::BlockAnimation;
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use super::{Bone, Skeleton};
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use crate::render::FigureBoneData;
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@ -693,6 +693,14 @@ impl FigureMgr {
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skeleton_attr,
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)
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}
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comp::Animation::Block => {
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anim::character::BlockAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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animation_info.time,
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skeleton_attr,
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)
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}
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comp::Animation::Cjump => anim::character::CjumpAnimation::update_skeleton(
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state.skeleton_mut(),
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time,
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