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more setups. chargeswing/dash anims
This commit is contained in:
parent
9a26024acb
commit
529f8eb5a6
@ -1,5 +1,5 @@
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LeapMelee(
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energy_cost: 450,
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energy_cost: 0,
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buildup_duration: 0.2,
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movement_duration: 0.2,
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swing_duration: 0.2,
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@ -7,7 +7,7 @@ SpinMelee(
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knockback: ( strength: 0.0, direction: Away),
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range: 3.5,
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damage_effect: None,
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energy_cost: 100,
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energy_cost: 0,
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is_infinite: true,
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movement_behavior: AxeHover,
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is_interruptible: false,
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@ -1,6 +1,6 @@
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ChargedMelee(
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energy_cost: 1,
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energy_drain: 300,
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energy_drain: 0,
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initial_damage: 10,
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scaled_damage: 160,
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initial_poise_damage: 60,
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@ -1,5 +1,5 @@
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LeapMelee(
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energy_cost: 700,
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energy_cost: 0,
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buildup_duration: 0.1,
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movement_duration: 0.8,
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swing_duration: 0.15,
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@ -1,5 +1,5 @@
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DashMelee(
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energy_cost: 100,
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energy_cost: 0,
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base_damage: 80,
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scaled_damage: 160,
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base_poise_damage: 60,
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@ -8,7 +8,7 @@ DashMelee(
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scaled_knockback: 7.0,
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range: 5.0,
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angle: 45.0,
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energy_drain: 600,
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energy_drain: 0,
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forward_speed: 4.0,
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buildup_duration: 0.25,
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charge_duration: 0.6,
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@ -7,7 +7,7 @@ SpinMelee(
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knockback: ( strength: 10.0, direction: Away),
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range: 3.5,
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damage_effect: None,
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energy_cost: 150,
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energy_cost: 0,
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is_infinite: false,
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movement_behavior: ForwardGround,
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is_interruptible: true,
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@ -4,7 +4,7 @@ use super::{
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};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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states::utils::{AbilityInfo, StageSection},
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};
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use std::f32::consts::PI;
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@ -18,6 +18,7 @@ impl Animation for AlphaAnimation {
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f32,
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f32,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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type Skeleton = CharacterSkeleton;
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@ -28,7 +29,15 @@ impl Animation for AlphaAnimation {
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _second_tool_kind, hands, _velocity, _global_time, stage_section): Self::Dependency,
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(
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active_tool_kind,
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_second_tool_kind,
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hands,
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_velocity,
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_global_time,
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stage_section,
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ability_info,
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): Self::Dependency,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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@ -36,18 +45,20 @@ impl Animation for AlphaAnimation {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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let (move1, move2, move3, move2h) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0, anim_time.powf(0.25)),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0), /* hmm maybe don' */
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// t complete the
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// recovery?
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
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next.torso.orientation = Quaternion::rotation_z(0.0);
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match active_tool_kind {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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@ -60,11 +71,6 @@ impl Animation for AlphaAnimation {
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move1 * -0.9 + (move2 * 1.75).sin() * 2.5 + move3 * -0.5,
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);
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},
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Some(ToolKind::Dagger) => {
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next.control_l.position = Vec3::new(-10.0, 6.0, 2.0);
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next.control_l.orientation =
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Quaternion::rotation_x(-1.4) * Quaternion::rotation_z(1.4);
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},
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Some(ToolKind::Axe) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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@ -119,7 +125,7 @@ impl Animation for AlphaAnimation {
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}
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match hands {
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(Some(Hands::Two), _) => match active_tool_kind {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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@ -194,7 +200,7 @@ impl Animation for AlphaAnimation {
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match hands {
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(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
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match active_tool_kind {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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@ -238,7 +244,7 @@ impl Animation for AlphaAnimation {
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};
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match hands {
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(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
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match active_tool_kind {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
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next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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@ -264,11 +270,11 @@ impl Animation for AlphaAnimation {
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| Some(ToolKind::Pick) => {
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next.control_r.position = Vec3::new(
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7.0,
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8.0 + move1 * -4.0 + move2 * 4.0,
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2.0 + move1 * 16.0 + move2 * -21.0,
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8.0 + move1 * -4.0 + move2h * 4.0,
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2.0 + move1 * 16.0 + move2h * -21.0,
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);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2 * -2.3)
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Quaternion::rotation_x(-0.3 + move1 * 1.3 + move2h * -2.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
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@ -2,7 +2,10 @@ use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::{AbilityInfo, StageSection},
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};
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pub struct BetaAnimation;
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@ -10,9 +13,11 @@ impl Animation for BetaAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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f32,
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f32,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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type Skeleton = CharacterSkeleton;
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@ -22,7 +27,15 @@ impl Animation for BetaAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
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(
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_active_tool_kind,
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_second_tool_kind,
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hands,
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_velocity,
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_global_time,
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stage_section,
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ability_info,
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): Self::Dependency,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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@ -2,16 +2,21 @@ use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::{AbilityInfo, StageSection},
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};
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pub struct ChargeswingAnimation;
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impl Animation for ChargeswingAnimation {
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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(Option<Hands>, Option<Hands>),
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Vec3<f32>,
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f32,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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type Skeleton = CharacterSkeleton;
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@ -22,7 +27,15 @@ impl Animation for ChargeswingAnimation {
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
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(
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active_tool_kind,
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_second_tool_kind,
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hands,
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_velocity,
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_global_time,
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stage_section,
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ability_info,
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): Self::Dependency,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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@ -36,9 +49,9 @@ impl Animation for ChargeswingAnimation {
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* ((anim_time * lab * 8.0).sin());
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// end spin stuff
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let (move1base, move2base, move3, tension, test) = match stage_section {
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let (move1base, move2base, movement3, tension, test) = match stage_section {
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Some(StageSection::Charge) => (
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anim_time.min(1.0),
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(anim_time.powf(0.25)).min(1.0),
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0.0,
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0.0,
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(anim_time * 18.0 * lab).sin(),
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@ -48,42 +61,128 @@ impl Animation for ChargeswingAnimation {
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
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_ => (0.0, 0.0, 0.0, 0.0, 0.0),
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};
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let move1 = move1base * (1.0 - move3);
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let slowrise = test * (1.0 - move3);
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let move2 = move2base * (1.0 - move3);
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if let Some(ToolKind::Hammer) = active_tool_kind {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
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let pullback = (1.0 - movement3);
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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let slowrise = test * pullback;
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(
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s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
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s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
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s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
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);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
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* Quaternion::rotation_y(
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s_a.hc.4 + (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
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)
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* Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
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next.chest.orientation =
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Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
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next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
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next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
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next.head.position = Vec3::new(
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0.0 + (move1 * -1.0 + move2 * 2.0),
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s_a.head.0 + (move1 * 1.0),
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s_a.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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if let Some(ToolKind::Hammer) = active_tool_kind {}
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Hammer) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.chest.orientation =
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Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
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next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
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next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
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next.head.position = Vec3::new(
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0.0 + (move1 * -1.0 + move2 * 2.0),
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s_a.head.0 + (move1 * 1.0),
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s_a.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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},
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_ => {},
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}
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match hands {
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(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
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next.hand_l.position =
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Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
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next.control.position = Vec3::new(
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s_a.hc.0 + (move1 * -2.0 + move2 * -8.0),
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s_a.hc.1 + (move1 * 2.0 + move2 * 6.0),
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s_a.hc.2 + (move1 * -2.0 + slowrise * 8.0),
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);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
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* Quaternion::rotation_y(
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s_a.hc.4
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+ (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
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)
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* Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
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next.control_l.position = Vec3::new(
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-7.0 + move1 * 4.0,
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8.0 + move1 * 2.0 + move2 * 4.0,
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2.0 + move1 * -1.0 + slowrise * 8.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3 + move2 * 1.0 + slowrise * -1.5)
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* Quaternion::rotation_y(
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tension * 0.07 + move1 * -1.2 + slowrise * 0.5,
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)
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* Quaternion::rotation_z(move2 * 1.0);
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next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.57)
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},
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_ => {},
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}
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},
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(_, _) => {},
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};
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match hands {
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(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move1 * 1.0 + move2 * -20.0,
|
||||
8.0 + move1 * 1.0 + move2 * 4.0,
|
||||
2.0 + move1 * -3.0 + slowrise * 8.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * -0.07 + move1 * -2.0 + slowrise * 0.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,7 +2,10 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct DashAnimation;
|
||||
@ -11,8 +14,10 @@ impl Animation for DashAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
@ -23,7 +28,7 @@ impl Animation for DashAnimation {
|
||||
#[allow(clippy::single_match)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency,
|
||||
(active_tool_kind, _second_tool_kind, hands, _global_time, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -31,13 +36,17 @@ impl Animation for DashAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1, movement2, movement3, movement4) = match stage_section {
|
||||
let (movement1, movement2, movement3, move4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.01), 0.0),
|
||||
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = (1.0 - move4);
|
||||
let move1 = movement1 * pullback;
|
||||
let move2 = movement2 * pullback;
|
||||
let move3 = movement3 * pullback;
|
||||
|
||||
fn slow(x: f32) -> f32 {
|
||||
((5.0 / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin())
|
||||
@ -50,56 +59,31 @@ impl Animation for DashAnimation {
|
||||
fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
match active_tool_kind {
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
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(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + (movement1 * -5.0 + movement3 * -2.0) * (1.0 - movement4),
|
||||
s_a.sc.1 + (movement2.min(1.0) * -2.0) * (1.0 - movement4),
|
||||
s_a.sc.2 + (movement2.min(1.0) * 2.0) * (1.0 - movement4),
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
s_a.sc.3 + (movement1 * -1.0 + movement3 * -0.5) * (1.0 - movement4),
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.sc.4 + (movement1 * 1.5 + movement3 * -2.5) * (1.0 - movement4),
|
||||
);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + movement2.min(1.0) * 1.0);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
|
||||
* (1.0 - movement4)
|
||||
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6)
|
||||
* (1.0 - movement4);
|
||||
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + move2.min(1.0) * 1.0);
|
||||
next.head.orientation = Quaternion::rotation_y(move2.min(1.0) * -0.3 + move3 * 0.3)
|
||||
* Quaternion::rotation_z(move1 * -0.9 + move3 * 1.6);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + (2.0 + shortalt(movement2) * -2.5) * (1.0 - movement4),
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(
|
||||
(movement2.min(1.0) * -0.4 + movement3 * 0.4) * (1.0 - movement4),
|
||||
) * Quaternion::rotation_y(
|
||||
(movement2.min(1.0) * -0.2 + movement3 * 0.3) * (1.0 - movement4),
|
||||
) * Quaternion::rotation_z(
|
||||
(movement1 * 1.1 + movement3 * -2.2) * (1.0 - movement4),
|
||||
s_a.chest.1 + (2.0 + shortalt(move2) * -2.5) + move3 * -3.0,
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x((move2.min(1.0) * -0.4 + move3 * 0.4))
|
||||
* Quaternion::rotation_y((move2.min(1.0) * -0.2 + move3 * 0.3))
|
||||
* Quaternion::rotation_z((move1 * 1.1 + move3 * -2.2));
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_z((short(movement2).min(1.0) * 0.25) * (1.0 - movement4));
|
||||
next.shorts.orientation = Quaternion::rotation_z((short(move2).min(1.0) * 0.25));
|
||||
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_z((short(movement2).min(1.0) * 0.1) * (1.0 - movement4));
|
||||
next.belt.orientation = Quaternion::rotation_z((short(move2).min(1.0) * 0.1));
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
@ -107,6 +91,86 @@ impl Animation for DashAnimation {
|
||||
next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4)
|
||||
* Quaternion::rotation_y(slow(anim_time) * 0.4);
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + (move1 * -5.0 + move3 * -2.0),
|
||||
s_a.sc.1 + (move2.min(1.0) * -2.0),
|
||||
s_a.sc.2 + (move2.min(1.0) * 2.0),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
|
||||
* Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.0 + move3 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move1 * 5.0 + move3 * -30.0,
|
||||
8.0 + move3 * -5.0,
|
||||
2.0 + move1 * 1.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * -3.0 + move3 * -0.5)
|
||||
* Quaternion::rotation_y(move1 * 1.5 + move2 * 1.0 + move3 * 1.5)
|
||||
* Quaternion::rotation_z(move3 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,7 +2,10 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
pub struct LeapAnimation;
|
||||
|
||||
@ -10,9 +13,11 @@ impl Animation for LeapAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
@ -23,7 +28,15 @@ impl Animation for LeapAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
_global_time,
|
||||
stage_section,
|
||||
ability_info,
|
||||
): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
|
@ -27,49 +27,48 @@ impl Animation for SitAnimation {
|
||||
let slow = (anim_time * 1.0).sin();
|
||||
let slowa = (anim_time * 1.0 + PI / 2.0).sin();
|
||||
let stop = (anim_time * 3.0).min(PI / 2.0).sin();
|
||||
let pet = (anim_time * 6.0).sin();
|
||||
|
||||
let head_look = Vec2::new(
|
||||
(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.25,
|
||||
(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.125,
|
||||
);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
|
||||
next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
|
||||
* Quaternion::rotation_x((slowa * -0.1 + slow * 0.1 + head_look.y).abs());
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(stop * 0.4) * Quaternion::rotation_x(slow * 0.1 + pet * 0.01);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0 + stop * -0.4,
|
||||
s_a.chest.1 + slow * 0.1 + stop * -0.8,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(stop * 0.15);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + slow * 0.1 + stop * -0.8);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(stop * -0.4 + pet * 0.04) * Quaternion::rotation_x(stop * -0.2);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
|
||||
next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(stop * 0.2) * Quaternion::rotation_z(pet * -0.02);
|
||||
|
||||
next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6);
|
||||
next.shorts.orientation = Quaternion::rotation_x(stop * 0.6);
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(stop * 0.4) * Quaternion::rotation_z(pet * -0.03);
|
||||
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
s_a.hand.1 + slowa * 0.15,
|
||||
s_a.hand.2 + slow * 0.7 + stop * -2.0,
|
||||
-s_a.hand.0 + stop * 3.0 + pet * 2.0,
|
||||
s_a.hand.1 + stop * 10.0 + pet * -1.0,
|
||||
s_a.hand.2 + slow * 0.7 + stop * 6.0,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(slowa * -0.1 + slow * 0.1);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(stop * 2.0)
|
||||
* Quaternion::rotation_y(stop * -0.2 + pet * -0.2)
|
||||
* Quaternion::rotation_z(stop * -1.0);
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
s_a.hand.0,
|
||||
s_a.hand.1 + slowa * 0.15,
|
||||
s_a.hand.2 + slow * 0.7 + stop * -2.0,
|
||||
s_a.hand.0 + stop * -1.0,
|
||||
s_a.hand.1 + stop * 4.0,
|
||||
s_a.hand.2 + slow * 0.7 + stop * 0.0,
|
||||
);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(slow * -0.1 + slowa * 0.1);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(stop * 1.5) * Quaternion::rotation_z(stop * 0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 1.2 + slow * 0.1);
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, 4.0 + s_a.foot.1, 1.0 + s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, 3.0 + s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 1.2 + slowa * 0.1);
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, stop * -3.0 + s_a.foot.1, 1.0 + s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(stop * -0.5);
|
||||
|
||||
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(0.0);
|
||||
@ -77,7 +76,7 @@ impl Animation for SitAnimation {
|
||||
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, -0.2, stop * -0.16) * s_a.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, stop * -0.10) * s_a.scaler;
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -2,7 +2,10 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct SpinAnimation;
|
||||
@ -11,9 +14,11 @@ impl Animation for SpinAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
@ -23,7 +28,15 @@ impl Animation for SpinAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
_global_time,
|
||||
stage_section,
|
||||
ability_info,
|
||||
): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
|
@ -2,7 +2,10 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct SpinMeleeAnimation;
|
||||
@ -11,9 +14,11 @@ impl Animation for SpinMeleeAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
@ -24,7 +29,15 @@ impl Animation for SpinMeleeAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
_global_time,
|
||||
stage_section,
|
||||
ability_info,
|
||||
): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
|
@ -903,6 +903,7 @@ impl FigureMgr {
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -994,9 +995,11 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1062,6 +1065,7 @@ impl FigureMgr {
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
None,
|
||||
None,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
@ -1090,8 +1094,10 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1185,9 +1191,11 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1221,9 +1229,11 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1367,6 +1377,7 @@ impl FigureMgr {
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1377,9 +1388,11 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1390,9 +1403,11 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
|
Loading…
Reference in New Issue
Block a user