proper bow animation

This commit is contained in:
jshipsey 2020-03-27 23:59:05 -04:00
parent 7d1f779c28
commit 49ba196671
7 changed files with 311 additions and 123 deletions

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@ -40,6 +40,7 @@ impl Animation for BetaAnimation {
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
//INTENTION: SWORD
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,

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@ -2,100 +2,151 @@ use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct ChargeAnimation;
impl Animation for ChargeAnimation {
type Dependency = (Option<ToolKind>, f64);
type Dependency = (Option<ToolKind>, f32, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, _global_time): Self::Dependency,
(active_tool_kind, velocity, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let constant = 8.0;
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 25.0).sin()).powf(2.0 as f32)))
/ (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 25.0).sin());
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let foote = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 8.0 + 1.57).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let stress = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 10.0).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 20.0).cos());
let quick = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 2.0).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 2.0).cos());
let slow = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 12.4).sin());
let stop = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
let wave_cos = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).sin());
next.head.offset = Vec3::new(
0.0 + stop * -2.0 + skeleton_attr.neck_right,
-2.0 + stop * 2.5 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(stop * -1.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(stop * -0.3);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
next.chest.ori = Quaternion::rotation_z(stop * 1.2 + stress * stop * 0.02)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
next.belt.ori = Quaternion::rotation_z(stop * -0.5);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 0.0, -5.0);
next.shorts.ori = Quaternion::rotation_z(stop * -0.7);
next.shorts.scale = Vec3::one();
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 12.0,
);
next.head.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0);
next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
next.belt.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 3.0, -3.0);
next.shorts.ori = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
next.r_hand.ori = Quaternion::rotation_x(1.27);
Some(ToolKind::Staff(_)) => {
next.l_hand.offset = Vec3::new(1.0, -2.0, -5.0);
next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(9.0, 1.0, 0.0);
next.r_hand.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(0.5)
* Quaternion::rotation_z(-0.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.offset = Vec3::new(11.0, 9.0, 10.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
* Quaternion::rotation_y(3.14 + 0.3)
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
next.control.ori = Quaternion::rotation_x(-0.3)
next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - quick * 5.0);
next.control.ori = Quaternion::rotation_x(quick * 1.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.1 + slow * 0.2);
* Quaternion::rotation_z(quick * 1.5);
next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-1.4, foot * 3.0 + 2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8);
next.l_foot.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(1.0, -4.0 + stop * -1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(3.0, 2.0, -13.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.3)
* Quaternion::rotation_z(-0.6);
next.main.scale = Vec3::one();
next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 1.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8);
next.r_foot.scale = Vec3::one();
next.control.offset = Vec3::new(-9.0 + stop * 13.0, 6.0 + stop * 4.0, 8.0);
next.control.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(stop * -0.5)
* Quaternion::rotation_z(stop * -0.9);
next.control.scale = Vec3::one();
},
_ => {},
}
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 12.0,
);
next.head.ori = Quaternion::rotation_x(0.5);
if velocity > 0.5 {
next.l_foot.offset = Vec3::new(-3.4 - foot * 1.5, foote * 2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foote * -0.1)
* Quaternion::rotation_z(0.4)
* Quaternion::rotation_y(0.15);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4 + foot * 1.5, foote * -1.5, 8.0);
next.r_foot.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_z(0.4)
* Quaternion::rotation_y(0.0);
next.r_foot.scale = Vec3::one();
next.torso.offset =
Vec3::new(0.0 + foot * 0.03, foote * 0.05, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
} else {
next.l_foot.offset = Vec3::new(-3.4, -2.5 + stop * -1.3, 8.0);
next.l_foot.ori = Quaternion::rotation_x(stop * -0.2 - 0.2 + stop * stress * 0.02)
* Quaternion::rotation_z(stop * 0.1)
* Quaternion::rotation_y(stop * 0.08);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 3.5 + stop * 1.5, 8.0);
next.r_foot.ori =
Quaternion::rotation_x(stop * 0.1) * Quaternion::rotation_z(stop * 0.1);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
@ -113,11 +164,6 @@ impl Animation for ChargeAnimation {
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();

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@ -0,0 +1,130 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::ToolKind;
use vek::*;
pub struct Input {
pub attack: bool,
}
pub struct DashAnimation;
impl Animation for DashAnimation {
type Dependency = (Option<ToolKind>, f64);
type Skeleton = CharacterSkeleton;
fn update_skeleton(
skeleton: &Self::Skeleton,
(active_tool_kind, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let constant = 8.0;
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 25.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 25.0).sin());
let slow = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 12.4).sin());
let wave_cos = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * constant as f32 * 2.4).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * constant as f32 * 1.5).sin());
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 12.0,
);
next.head.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0, 7.0 + wave_cos * 2.0);
next.chest.ori = Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
next.belt.ori = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2);
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, 3.0, -3.0);
next.shorts.ori = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
next.shorts.scale = Vec3::one();
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.offset = Vec3::new(0.0, 0.0, -3.0);
next.r_hand.ori = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.offset = Vec3::new(0.0, 6.0, -1.0);
next.main.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
next.control.ori = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.1 + slow * 0.2);
next.control.scale = Vec3::one();
next.l_foot.offset = Vec3::new(-1.4, foot * 3.0 + 2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.4 - 0.8);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(5.4, foot * -3.0 - 1.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.4 - 0.8);
next.r_foot.scale = Vec3::one();
},
_ => {},
}
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 12.0,
);
next.head.ori = Quaternion::rotation_x(0.5);
next.l_shoulder.offset = Vec3::new(-5.0, 0.0, 4.7);
next.l_shoulder.ori = Quaternion::rotation_x(0.0);
next.l_shoulder.scale = Vec3::one() * 1.1;
next.r_shoulder.offset = Vec3::new(5.0, 0.0, 4.7);
next.r_shoulder.ori = Quaternion::rotation_x(0.0);
next.r_shoulder.scale = Vec3::one() * 1.1;
next.glider.offset = Vec3::new(0.0, 5.0, 0.0);
next.glider.ori = Quaternion::rotation_y(0.0);
next.glider.scale = Vec3::one() * 0.0;
next.lantern.offset = Vec3::new(0.0, 0.0, 0.0);
next.lantern.ori = Quaternion::rotation_x(0.0);
next.lantern.scale = Vec3::one() * 0.0;
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.l_control.ori = Quaternion::rotation_x(0.0);
next.l_control.scale = Vec3::one();
next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
next.r_control.ori = Quaternion::rotation_x(0.0);
next.r_control.scale = Vec3::one();
next
}
}

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@ -4,6 +4,7 @@ pub mod block;
pub mod blockidle;
pub mod charge;
pub mod climb;
pub mod dash;
pub mod equip;
pub mod gliding;
pub mod idle;
@ -21,9 +22,10 @@ pub mod wield;
pub use self::{
alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation,
blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation,
equip::EquipAnimation, gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation,
roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation,
spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation,
dash::DashAnimation, equip::EquipAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation,
sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation,
wield::WieldAnimation,
};
use super::{Bone, Skeleton};

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@ -22,41 +22,38 @@ impl Animation for ShootAnimation {
let lab = 1.0;
let foot = (((5.0)
/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 15.0).sin()).powf(2.0 as f32)))
/ (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 15.0).sin());
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let foote = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 8.0 + 1.57).sin()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 8.0).sin());
let quick = (((5.0)
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 2.0).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 2.0).cos());
let sloweralt = (((5.0)
/ (0.1 + 4.9 * ((anim_time as f32 * lab as f32 * 4.0).cos()).powf(2.0 as f32)))
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).cos());
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward - quick * 1.5,
-2.0 + skeleton_attr.neck_forward,
skeleton_attr.neck_height + 14.0,
);
next.head.ori = Quaternion::rotation_z(quick * 0.15)
* Quaternion::rotation_x(quick * 0.09)
* Quaternion::rotation_y(0.0);
next.head.ori = Quaternion::rotation_z(exp * -0.4)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(exp * 0.1);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.offset = Vec3::new(0.0, 0.0 - quick * 1.5, 7.0);
next.chest.ori = Quaternion::rotation_z(quick * 0.35)
* Quaternion::rotation_x(quick * 0.09)
* Quaternion::rotation_y(0.0);
next.chest.offset = Vec3::new(0.0, 0.0 - exp * 1.5, 7.0);
next.chest.ori = Quaternion::rotation_z(0.4 + exp * 1.0)
* Quaternion::rotation_x(0.0 + exp * 0.2)
* Quaternion::rotation_y(exp * -0.08);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 0.0 + quick * 1.0, -2.0);
next.belt.ori = next.chest.ori;
next.belt.offset = Vec3::new(0.0, 0.0 + exp * 1.0, -2.0);
next.belt.ori = next.chest.ori * -0.1;
next.belt.scale = Vec3::one();
next.shorts.offset = Vec3::new(0.0, quick * 1.0, -5.0);
next.shorts.ori = next.chest.ori;
next.shorts.offset = Vec3::new(0.0, exp * 1.0, -5.0);
next.shorts.ori = next.chest.ori * -0.08;
next.shorts.scale = Vec3::one();
match active_tool_kind {
@ -76,21 +73,17 @@ impl Animation for ShootAnimation {
* Quaternion::rotation_z(0.9);
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - quick * 5.0);
next.control.ori = Quaternion::rotation_x(quick * 1.3)
next.control.offset = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
next.control.ori = Quaternion::rotation_x(exp * 1.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(quick * 1.5);
* Quaternion::rotation_z(exp * 1.5);
next.control.scale = Vec3::one();
},
Some(ToolKind::Bow(_)) => {
next.l_hand.offset = Vec3::new(
1.0 - sloweralt * 2.0,
-4.0 - sloweralt * 7.0,
-1.0 + sloweralt * 6.0,
);
next.l_hand.offset = Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 7.0, -1.0 + exp * 6.0);
next.l_hand.ori = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6 + sloweralt * 0.8)
* Quaternion::rotation_z(-0.3 + sloweralt * 0.9);
* Quaternion::rotation_y(-0.6 + exp * 0.8)
* Quaternion::rotation_z(-0.3 + exp * 0.9);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.offset = Vec3::new(3.0, -1.0, -5.0);
next.r_hand.ori = Quaternion::rotation_x(1.20)
@ -104,7 +97,7 @@ impl Animation for ShootAnimation {
next.main.scale = Vec3::one();
next.control.offset = Vec3::new(-9.0, 6.0, 8.0);
next.control.ori = Quaternion::rotation_x((sloweralt * 0.4).max(0.4))
next.control.ori = Quaternion::rotation_x(exp * 0.4)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
@ -112,12 +105,18 @@ impl Animation for ShootAnimation {
_ => {},
}
if velocity > 0.5 {
next.l_foot.offset = Vec3::new(-3.4, foot * -2.0, 8.0);
next.l_foot.ori = Quaternion::rotation_x(foot * -0.4);
next.l_foot.offset =
Vec3::new(-3.4 - foot * 1.0 + exp * -1.0, foote * 0.8 + exp * 1.5, 8.0);
next.l_foot.ori = Quaternion::rotation_x(exp * 0.5)
* Quaternion::rotation_z(exp * 0.4)
* Quaternion::rotation_y(0.15);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, foot * 2.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(foot * 0.4);
next.r_foot.offset =
Vec3::new(3.4 + foot * 1.0 + exp * 1.0, foote * -0.8 + exp * -1.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(exp * -0.5)
* Quaternion::rotation_z(exp * 0.4)
* Quaternion::rotation_y(0.0);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)
@ -125,14 +124,13 @@ impl Animation for ShootAnimation {
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
} else {
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + (quick * 2.5).max(0.0));
next.l_foot.ori = Quaternion::rotation_x(quick * -0.2 - 0.2)
* Quaternion::rotation_z((quick * 1.0).max(0.0));
next.l_foot.offset = Vec3::new(-3.4, -2.5, 8.0 + exp * 2.5);
next.l_foot.ori =
Quaternion::rotation_x(exp * -0.2 - 0.2) * Quaternion::rotation_z(exp * 1.0);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(3.4, 3.5 - quick * 2.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(quick * 0.1)
* Quaternion::rotation_z((quick * 0.5).max(0.0));
next.r_foot.offset = Vec3::new(3.4, 3.5 - exp * 2.0, 8.0);
next.r_foot.ori = Quaternion::rotation_x(exp * 0.1) * Quaternion::rotation_z(exp * 0.5);
next.r_foot.scale = Vec3::one();
next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(0.0)

View File

@ -37,6 +37,7 @@ impl Animation for SpinAnimation {
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
//INTENTION: SWORD
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;

View File

@ -480,14 +480,24 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::BasicRanged(_) => {
anim::character::ShootAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
CharacterState::BasicRanged(data) => {
if data.exhausted {
anim::character::ShootAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
} else {
anim::character::ChargeAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
},
CharacterState::Boost(_) => {
anim::character::AlphaAnimation::update_skeleton(
@ -499,7 +509,7 @@ impl FigureMgr {
)
},
CharacterState::DashMelee(_) => {
anim::character::ChargeAnimation::update_skeleton(
anim::character::DashAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.state_time,
@ -544,7 +554,7 @@ impl FigureMgr {
&mut state_animation_rate,
skeleton_attr,
),
_ => anim::character::ChargeAnimation::update_skeleton(
_ => anim::character::DashAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.state_time,