Did stuff to support addition of keyframes for combo melee animation.

This commit is contained in:
Sam 2020-09-06 11:01:15 -05:00
parent aab56ea636
commit 440e45f2bc
3 changed files with 58 additions and 27 deletions

View File

@ -336,12 +336,14 @@ impl From<&CharacterAbility> for CharacterState {
num_stages: stage_data.len() as u32,
combo: 0,
stage_data: stage_data.clone(),
exhausted: false,
initial_energy_gain: *initial_energy_gain,
max_energy_gain: *max_energy_gain,
energy_increase: *energy_increase,
combo_duration: *combo_duration,
timer: Duration::default(),
in_buildup: true,
in_recover: false,
in_combo: false,
}),
CharacterAbility::LeapMelee {
energy_cost: _,

View File

@ -40,8 +40,6 @@ pub struct Data {
pub combo: u32,
/// Data for first stage
pub stage_data: Vec<Stage>,
/// Whether state can deal more damage
pub exhausted: bool,
/// Initial energy gain per strike
pub initial_energy_gain: u32,
/// Max energy gain per strike
@ -52,6 +50,12 @@ pub struct Data {
pub combo_duration: Duration,
/// Timer for each stage
pub timer: Duration,
/// Checks if state is in buildup duration
pub in_buildup: bool,
/// Checks if state is in recover duration
pub in_recover: bool,
/// Checks if state is in combo duration
pub in_combo: bool,
}
impl CharacterBehavior for Data {
@ -63,14 +67,13 @@ impl CharacterBehavior for Data {
let stage_index = (self.stage - 1) as usize;
if !self.exhausted && self.timer < self.stage_data[stage_index].base_buildup_duration {
if self.in_buildup && self.timer < self.stage_data[stage_index].base_buildup_duration {
// Build up
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: self.exhausted,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
@ -79,8 +82,11 @@ impl CharacterBehavior for Data {
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
in_buildup: self.in_buildup,
in_recover: self.in_recover,
in_combo: self.in_combo,
});
} else if !self.exhausted {
} else if self.in_buildup {
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -((self.stage_data[stage_index].max_damage.min(
@ -100,20 +106,21 @@ impl CharacterBehavior for Data {
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: true,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
in_buildup: false,
in_recover: true,
in_combo: self.in_combo,
});
} else if self.timer < self.stage_data[stage_index].base_recover_duration {
} else if self.in_recover && self.timer < self.stage_data[stage_index].base_recover_duration {
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: self.exhausted,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
@ -122,22 +129,40 @@ impl CharacterBehavior for Data {
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
in_buildup: self.in_buildup,
in_recover: self.in_recover,
in_combo: self.in_combo,
});
} else if self.timer
< self.combo_duration + self.stage_data[stage_index].base_recover_duration
{
} else if self.in_recover {
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
in_buildup: self.in_buildup,
in_recover: false,
in_combo: true,
});
} else if self.in_combo && self.timer < self.combo_duration {
if data.inputs.primary.is_pressed() {
update.character = CharacterState::ComboMelee(Data {
stage: (self.stage % self.num_stages) + 1,
num_stages: self.num_stages,
combo: self.combo + 1,
stage_data: self.stage_data.clone(),
exhausted: false,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
in_buildup: true,
in_recover: self.in_recover,
in_combo: false,
});
} else {
update.character = CharacterState::ComboMelee(Data {
@ -145,7 +170,6 @@ impl CharacterBehavior for Data {
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: self.exhausted,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
@ -154,6 +178,9 @@ impl CharacterBehavior for Data {
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
in_buildup: self.in_buildup,
in_recover: self.in_recover,
in_combo: self.in_combo,
});
}
} else {

View File

@ -913,21 +913,23 @@ impl FigureMgr {
},
CharacterState::ComboMelee(s) => {
let stage_index = (s.stage - 1) as usize;
let stage_time = if !s.exhausted {
s.timer.as_secs_f64()
let stage_time = s.timer.as_secs_f64();
let swing_frac = 0.5; // What percentage of buildup is swing animation
let in_swing: bool;
let stage_progress = if s.in_buildup {
let buildup_progress = stage_time / s.stage_data[stage_index].base_buildup_duration.as_secs_f64();
if buildup_progress < swing_frac {
in_swing = false;
buildup_progress / (1.0 - swing_frac)
} else {
in_swing = true;
(buildup_progress - (1.0 - swing_frac)) / swing_frac
}
} else if s.in_recover {
stage_time / s.stage_data[stage_index].base_recover_duration.as_secs_f64()
} else {
s.timer.as_secs_f64()
+ s.stage_data[stage_index]
.base_buildup_duration
.as_secs_f64()
stage_time / s.combo_duration.as_secs_f64()
};
let stage_progress = stage_time
/ (s.stage_data[stage_index]
.base_buildup_duration
.as_secs_f64()
+ s.stage_data[stage_index]
.base_recover_duration
.as_secs_f64());
match s.stage {
1 => anim::character::AlphaAnimation::update_skeleton(
&target_base,