Adds SpriteSummon animation

This commit is contained in:
Snowram 2021-06-21 01:31:28 +02:00 committed by Sam
parent c162827f97
commit 47cc040301
4 changed files with 178 additions and 4 deletions

View File

@ -1,7 +1,7 @@
SpriteSummon(
buildup_duration: 0.3,
cast_duration: 1.0,
recover_duration: 0.2,
buildup_duration: 0.6,
cast_duration: 0.4,
recover_duration: 0.3,
sprite: EnsnaringVines,
summon_distance: (0, 25),
)

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@ -15,6 +15,7 @@ pub mod shockwave;
pub mod shoot;
pub mod spin;
pub mod spinmelee;
pub mod spritesummon;
pub mod stunned;
pub mod summon;
pub mod wield;
@ -26,7 +27,8 @@ pub use self::{
equip::EquipAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
shoot::ShootAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
stunned::StunnedAnimation, summon::SummonAnimation, wield::WieldAnimation,
spritesummon::SpriteSummonAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};

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@ -0,0 +1,144 @@
use super::{
super::{vek::*, Animation},
BipedLargeSkeleton, SkeletonAttr,
};
use common::{
comp::item::{AbilitySpec, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI;
pub struct SpriteSummonAnimation;
type SpriteSummonAnimationDependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
(Option<ToolKind>, Option<&'a AbilitySpec>),
f32,
f32,
Option<StageSection>,
);
impl Animation for SpriteSummonAnimation {
type Dependency<'a> = SpriteSummonAnimationDependency<'a>;
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_sprite_summon\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_sprite_summon")]
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
(active_tool_kind, active_tool_spec),
_second_tool_kind,
_global_time,
velocity,
stage_section,
): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
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(0.0, 0.0, s_a.grip.0);
next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Natural) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Harvester" => {
let (move1, move1pow, move2, move3) = match stage_section {
Some(StageSection::Buildup) => {
(anim_time, anim_time.powf(0.1), 0.0, 0.0)
},
Some(StageSection::Cast) => {
(1.0, 1.0, (anim_time.powf(4.0) * 80.0).min(1.0), 0.0)
},
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0),
};
let speed = Vec2::<f32>::from(velocity).magnitude();
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move1pow = move1pow * pullback;
let move2 = move2 * pullback;
next.head.orientation = Quaternion::rotation_x(move1 * 0.2);
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(move2 * -0.3);
let twist = move1 * 0.8 + move3 * -0.8;
next.upper_torso.position = Vec3::new(
0.0,
s_a.upper_torso.0,
s_a.upper_torso.1 + move1 * 1.0 + move2 * -1.0,
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -1.1)
* Quaternion::rotation_z(
twist * -0.2 + move1 * -0.1 + move2 * 0.3,
);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * -0.8 + move2 * 1.1)
* Quaternion::rotation_z(-twist + move1 * 0.4);
next.control_l.position = Vec3::new(1.0, 2.0, 8.0);
next.control_r.position = Vec3::new(1.0, 1.0, -2.0);
next.control.position = Vec3::new(
-7.0 + move1pow * 7.0,
0.0 + s_a.grip.0 / 1.0 + move1pow * 12.0,
-s_a.grip.0 / 0.8 + move1pow * 20.0 + move2 * -3.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2)
* Quaternion::rotation_y(-1.0)
* Quaternion::rotation_z(0.0);
next.control.orientation =
Quaternion::rotation_x(-1.4 + move1pow * 2.2 + move2 * -0.6)
* Quaternion::rotation_y(-PI);
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation =
Quaternion::rotation_x(-0.4 + move1pow * 1.6);
next.shoulder_r.orientation = Quaternion::rotation_y(0.4)
* Quaternion::rotation_x(0.4 + move1pow * 1.0);
if speed == 0.0 {
next.leg_l.orientation =
Quaternion::rotation_x(move1 * 0.8 + move2 * -0.8);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1,
s_a.foot.2 + move1 * 4.0 + move2 * -4.0,
);
next.foot_l.orientation =
Quaternion::rotation_x(move1 * -0.6 + move2 * 0.6);
}
},
_ => {},
}
}
},
_ => {},
}
next
}
}

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@ -4274,6 +4274,34 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::SpriteSummon(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Cast => {
stage_time / s.static_data.cast_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::biped_large::SpriteSummonAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
(second_tool_kind, second_tool_spec),
time,
rel_vel.magnitude(),
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};