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wallrunning
This commit is contained in:
parent
6f8cadc847
commit
6d34a6b544
@ -121,6 +121,8 @@ pub enum CharacterState {
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/// Handles logic for interacting with a sprite, e.g. using a chest or
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/// Handles logic for interacting with a sprite, e.g. using a chest or
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/// picking a plant
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/// picking a plant
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SpriteInteract(sprite_interact::Data),
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SpriteInteract(sprite_interact::Data),
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/// Runs on the wall
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Wallrun(wallrun::Data),
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}
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}
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impl CharacterState {
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impl CharacterState {
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@ -294,6 +296,7 @@ impl CharacterState {
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CharacterState::Idle(data) => data.behavior(j, output_events),
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CharacterState::Idle(data) => data.behavior(j, output_events),
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CharacterState::Talk => states::talk::Data.behavior(j, output_events),
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CharacterState::Talk => states::talk::Data.behavior(j, output_events),
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CharacterState::Climb(data) => data.behavior(j, output_events),
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CharacterState::Climb(data) => data.behavior(j, output_events),
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CharacterState::Wallrun(data) => data.behavior(j, output_events),
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CharacterState::Glide(data) => data.behavior(j, output_events),
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CharacterState::Glide(data) => data.behavior(j, output_events),
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CharacterState::GlideWield(data) => data.behavior(j, output_events),
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CharacterState::GlideWield(data) => data.behavior(j, output_events),
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CharacterState::Stunned(data) => data.behavior(j, output_events),
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CharacterState::Stunned(data) => data.behavior(j, output_events),
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@ -339,6 +342,7 @@ impl CharacterState {
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CharacterState::Idle(data) => data.handle_event(j, output_events, action),
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CharacterState::Idle(data) => data.handle_event(j, output_events, action),
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CharacterState::Talk => states::talk::Data.handle_event(j, output_events, action),
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CharacterState::Talk => states::talk::Data.handle_event(j, output_events, action),
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CharacterState::Climb(data) => data.handle_event(j, output_events, action),
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CharacterState::Climb(data) => data.handle_event(j, output_events, action),
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CharacterState::Wallrun(data) => data.handle_event(j, output_events, action),
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CharacterState::Glide(data) => data.handle_event(j, output_events, action),
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CharacterState::Glide(data) => data.handle_event(j, output_events, action),
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CharacterState::GlideWield(data) => data.handle_event(j, output_events, action),
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CharacterState::GlideWield(data) => data.handle_event(j, output_events, action),
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CharacterState::Stunned(data) => data.handle_event(j, output_events, action),
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CharacterState::Stunned(data) => data.handle_event(j, output_events, action),
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@ -19,6 +19,7 @@ impl CharacterBehavior for Data {
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handle_jump(data, output_events, &mut update, 1.0);
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handle_jump(data, output_events, &mut update, 1.0);
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handle_wield(data, &mut update);
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handle_wield(data, &mut update);
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handle_climb(data, &mut update);
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handle_climb(data, &mut update);
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handle_wallrun(data, &mut update);
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handle_dodge_input(data, &mut update);
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handle_dodge_input(data, &mut update);
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// Try to Fall/Stand up/Move
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// Try to Fall/Stand up/Move
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@ -30,4 +30,5 @@ pub mod stunned;
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pub mod talk;
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pub mod talk;
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pub mod use_item;
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pub mod use_item;
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pub mod utils;
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pub mod utils;
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pub mod wallrun;
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pub mod wielding;
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pub mod wielding;
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@ -657,6 +657,22 @@ pub fn handle_climb(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
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}
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}
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}
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}
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pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
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if data.physics.on_wall.is_some()
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&& data.physics.on_ground.is_none()
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&& !data
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.physics
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.in_liquid()
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.map(|depth| depth > 1.0)
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.unwrap_or(false)
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&& data.body.can_climb()
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{
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update.character = CharacterState::Wallrun(wallrun::Data);
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true
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} else {
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false
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}
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}
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/// Checks that player can Swap Weapons and updates `Loadout` if so
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/// Checks that player can Swap Weapons and updates `Loadout` if so
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pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpdate) {
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pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpdate) {
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if data
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if data
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40
common/src/states/wallrun.rs
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40
common/src/states/wallrun.rs
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@ -0,0 +1,40 @@
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use super::utils::*;
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use crate::{
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comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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idle,
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},
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};
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use serde::{Deserialize, Serialize};
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use vek::Vec2;
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const WALLRUN_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.90;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data;
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_wield(data, &mut update);
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handle_jump(data, output_events, &mut update, 1.0);
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{
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let lift = WALLRUN_ANTIGRAV;
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update.vel.0.z += data.dt.0
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* lift
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* (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075)
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.min(1.0)
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.max(0.2);
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}
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// fall off wall or hit ground
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if data.physics.on_wall.is_none() || data.physics.on_ground.is_some() {
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update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
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}
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update
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}
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}
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@ -197,6 +197,7 @@ impl<'a> System<'a> for Sys {
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},
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},
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// Abilities that temporarily stall energy gain, but preserve regen_rate.
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// Abilities that temporarily stall energy gain, but preserve regen_rate.
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CharacterState::Roll { .. }
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CharacterState::Roll { .. }
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| CharacterState::Wallrun { .. }
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| CharacterState::Climb { .. }
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| CharacterState::Climb { .. }
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| CharacterState::Stunned { .. }
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| CharacterState::Stunned { .. }
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| CharacterState::BasicBlock { .. }
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| CharacterState::BasicBlock { .. }
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@ -32,6 +32,7 @@ pub mod stunned;
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pub mod swim;
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pub mod swim;
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pub mod swimwield;
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pub mod swimwield;
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pub mod talk;
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pub mod talk;
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pub mod wallrun;
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pub mod wield;
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pub mod wield;
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// Reexports
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// Reexports
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@ -46,7 +47,7 @@ pub use self::{
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sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
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sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
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spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
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spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
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stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
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stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
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talk::TalkAnimation, wield::WieldAnimation,
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talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
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};
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
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use common::comp;
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use common::comp;
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230
voxygen/anim/src/character/wallrun.rs
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230
voxygen/anim/src/character/wallrun.rs
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@ -0,0 +1,230 @@
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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::{Hands, ToolKind};
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use core::{f32::consts::PI, ops::Mul};
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pub struct WallrunAnimation;
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type WallrunAnimationDependency = (
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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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Vec3<f32>,
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Vec3<f32>,
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f32,
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Vec3<f32>,
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f32,
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Option<Vec3<f32>>,
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);
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impl Animation for WallrunAnimation {
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type Dependency<'a> = WallrunAnimationDependency;
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_wallrun\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_wallrun")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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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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orientation,
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last_ori,
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global_time,
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avg_vel,
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acc_vel,
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wall,
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): Self::Dependency<'a>,
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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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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let speednorm = (speed / 9.4).powf(0.6);
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let lab: f32 = 0.8;
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let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 1.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 1.4).sin());
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let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * 1.6 * lab + PI * 0.4).sin()).powi(2)))
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.sqrt())
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* ((acc_vel * 1.6 * lab + PI * 0.4).sin());
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let shorte = ((1.0 / (0.8 + 0.2 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
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* ((acc_vel * lab * 1.6).sin());
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let foothoril = (acc_vel * 2.2 * lab + PI * 1.45).sin();
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let foothorir = (acc_vel * 2.2 * lab + PI * (0.45)).sin();
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let footvertl = (acc_vel * 1.6 * lab).sin();
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let footvertr = (acc_vel * 1.6 * lab + PI).sin();
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let footvertsl = (acc_vel * 1.6 * lab).sin();
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let footvertsr = (acc_vel * 1.6 * lab + PI * 0.5).sin();
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let shortalt = (acc_vel * lab * 2.2 + PI / 1.0).sin();
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let short = ((5.0 / (1.5 + 3.5 * ((acc_vel * lab * 1.6).sin()).powi(2))).sqrt())
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* ((acc_vel * lab * 1.6).sin());
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + 2.0, s_a.shorts.1 + 1.0);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + 1.0, s_a.belt.1);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + foothorir * 6.0,
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s_a.foot.2 + shortalt * 2.0 + 2.0,
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);
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next.foot_l.orientation = Quaternion::rotation_x(0.6 + shortalt * 0.8);
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next.foot_r.position = Vec3::new(
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s_a.foot.0,
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s_a.foot.1 + foothoril * 6.0,
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s_a.foot.2 + shortalt * -2.0 + 2.0,
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);
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next.foot_r.orientation = Quaternion::rotation_x(0.6 - shortalt * 0.8);
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next.belt.orientation = Quaternion::rotation_x(0.3);
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next.shorts.orientation = Quaternion::rotation_x(0.5);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + shortalt * 0.0);
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//
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15);
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if wall.map_or(false, |e| e.y > 0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = -(orientation.x).min(0.0);
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let left_sub = (orientation.x).max(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.torso.orientation = Quaternion::rotation_y(orientation.x / 1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.x / -3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.x / -2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.y < -0.5) {
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let push = (1.0 - orientation.x.abs()).powi(2);
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let right_sub = (orientation.x).max(0.0);
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let left_sub = -(orientation.x).min(0.0);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
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);
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next.hand_r.position = Vec3::new(
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s_a.hand.0,
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s_a.hand.1,
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s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
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* Quaternion::rotation_y(1.0 * left_sub)
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* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
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next.hand_r.orientation =
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Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
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* Quaternion::rotation_y(-1.0 * right_sub)
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* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
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next.chest.orientation = Quaternion::rotation_y(orientation.x);
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next.torso.orientation = Quaternion::rotation_y(orientation.x / -1.5);
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next.chest.orientation = Quaternion::rotation_y(orientation.x / 3.0)
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* Quaternion::rotation_z(shortalt * -0.2);
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next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
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* Quaternion::rotation_z(orientation.x / 2.0)
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* Quaternion::rotation_x(-0.1);
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} else if wall.map_or(false, |e| e.x < -0.5) {
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||||||
|
let push = (1.0 - orientation.y.abs()).powi(2);
|
||||||
|
let right_sub = -(orientation.y).min(0.0);
|
||||||
|
let left_sub = (orientation.y).max(0.0);
|
||||||
|
next.hand_l.position = Vec3::new(
|
||||||
|
-s_a.hand.0,
|
||||||
|
s_a.hand.1,
|
||||||
|
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||||
|
);
|
||||||
|
next.hand_r.position = Vec3::new(
|
||||||
|
s_a.hand.0,
|
||||||
|
s_a.hand.1,
|
||||||
|
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||||
|
);
|
||||||
|
next.hand_l.orientation =
|
||||||
|
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||||
|
* Quaternion::rotation_y(1.0 * left_sub)
|
||||||
|
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||||
|
next.hand_r.orientation =
|
||||||
|
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||||
|
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||||
|
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||||
|
next.torso.orientation = Quaternion::rotation_y(orientation.y / 1.5);
|
||||||
|
next.chest.orientation = Quaternion::rotation_y(orientation.y / -3.0)
|
||||||
|
* Quaternion::rotation_z(shortalt * -0.2);
|
||||||
|
next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
|
||||||
|
* Quaternion::rotation_z(orientation.y / -2.0)
|
||||||
|
* Quaternion::rotation_x(-0.1);
|
||||||
|
} else if wall.map_or(false, |e| e.x > 0.5) {
|
||||||
|
let push = (1.0 - orientation.y.abs()).powi(2);
|
||||||
|
let right_sub = (orientation.y).max(0.0);
|
||||||
|
let left_sub = -(orientation.y).min(0.0);
|
||||||
|
next.hand_l.position = Vec3::new(
|
||||||
|
-s_a.hand.0,
|
||||||
|
s_a.hand.1,
|
||||||
|
s_a.hand.2 + push * 5.0 + 2.0 * left_sub,
|
||||||
|
);
|
||||||
|
next.hand_r.position = Vec3::new(
|
||||||
|
s_a.hand.0,
|
||||||
|
s_a.hand.1,
|
||||||
|
s_a.hand.2 + push * 5.0 + 2.0 * right_sub,
|
||||||
|
);
|
||||||
|
next.hand_l.orientation =
|
||||||
|
Quaternion::rotation_x(push * 2.0 + footrotr * -0.2 * right_sub)
|
||||||
|
* Quaternion::rotation_y(1.0 * left_sub)
|
||||||
|
* Quaternion::rotation_z(2.5 * left_sub + 1.0 * right_sub);
|
||||||
|
next.hand_r.orientation =
|
||||||
|
Quaternion::rotation_x(push * 2.0 + footrotl * -0.2 * left_sub)
|
||||||
|
* Quaternion::rotation_y(-1.0 * right_sub)
|
||||||
|
* Quaternion::rotation_z(-2.5 * right_sub - 1.0 * left_sub);
|
||||||
|
next.torso.orientation = Quaternion::rotation_y(orientation.y / -1.5);
|
||||||
|
next.chest.orientation = Quaternion::rotation_y(orientation.y / 3.0)
|
||||||
|
* Quaternion::rotation_z(shortalt * -0.2);
|
||||||
|
next.head.orientation = Quaternion::rotation_z(shortalt * 0.25)
|
||||||
|
* Quaternion::rotation_z(orientation.y / 2.0)
|
||||||
|
* Quaternion::rotation_x(-0.1);
|
||||||
|
};
|
||||||
|
|
||||||
|
next
|
||||||
|
}
|
||||||
|
}
|
@ -1712,6 +1712,26 @@ impl FigureMgr {
|
|||||||
skeleton_attr,
|
skeleton_attr,
|
||||||
)
|
)
|
||||||
},
|
},
|
||||||
|
CharacterState::Wallrun(data) => {
|
||||||
|
anim::character::WallrunAnimation::update_skeleton(
|
||||||
|
&target_base,
|
||||||
|
(
|
||||||
|
active_tool_kind,
|
||||||
|
second_tool_kind,
|
||||||
|
hands,
|
||||||
|
rel_vel,
|
||||||
|
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||||
|
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||||
|
time,
|
||||||
|
rel_avg_vel,
|
||||||
|
state.acc_vel,
|
||||||
|
wall_dir,
|
||||||
|
),
|
||||||
|
state.state_time,
|
||||||
|
&mut state_animation_rate,
|
||||||
|
skeleton_attr,
|
||||||
|
)
|
||||||
|
},
|
||||||
CharacterState::Dance { .. } => {
|
CharacterState::Dance { .. } => {
|
||||||
anim::character::DanceAnimation::update_skeleton(
|
anim::character::DanceAnimation::update_skeleton(
|
||||||
&target_base,
|
&target_base,
|
||||||
|
Loading…
Reference in New Issue
Block a user