Animation for defensive bulwark

This commit is contained in:
Sam 2022-08-14 21:30:14 -04:00
parent 0c8480ac92
commit 571c64a4bb
3 changed files with 99 additions and 6 deletions

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@ -22,6 +22,7 @@ pub mod music;
pub mod repeater;
pub mod roll;
pub mod run;
pub mod selfbuff;
pub mod shockwave;
pub mod shoot;
pub mod sit;
@ -48,12 +49,12 @@ pub use self::{
finishermelee::FinisherMeleeAnimation, glidewield::GlideWieldAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation, roll::RollAnimation,
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation,
sneak::SneakAnimation, sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
swimwield::SwimWieldAnimation, talk::TalkAnimation, wallrun::WallrunAnimation,
wield::WieldAnimation,
run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp;

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@ -0,0 +1,70 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use core::f32::consts::PI;
pub struct SelfBuffAnimation;
impl Animation for SelfBuffAnimation {
type Dependency<'a> = (Option<&'a str>, Option<StageSection>);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_self_buff\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_self_buff")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(ability_id, 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_weapon_trail = true;
next.off_weapon_trail = true;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
match ability_id {
Some("common.abilities.sword.defensive_bulwark") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Movement) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -PI / 2.0);
next.foot_r.position += Vec3::new(move1 * 2.0, move1 * -3.0, 0.0);
next.foot_r.orientation.rotate_z(move1 * -1.5);
next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
next.control.orientation.rotate_x(move1 * 0.4);
next.control.orientation.rotate_y(move1 * -0.8);
next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
next.hand_l.orientation.rotate_y(move1 * PI);
next.hand_l.position += Vec3::new(0.0, 0.0, move1 * 7.0);
next.hand_l.position += Vec3::new(0.0, 0.0, move2 * 20.0);
},
_ => {},
}
next
}
}

View File

@ -1217,6 +1217,28 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::SelfBuff(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::Action => {
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::character::SelfBuffAnimation::update_skeleton(
&target_base,
(ability_id, Some(s.stage_section)),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::ChargedRanged(s) => {
let stage_time = s.timer.as_secs_f32();