Merge branch 'juliancoffee/broom_particles' into 'master'

Better Admin Broom look & feel

See merge request veloren/veloren!4358
This commit is contained in:
Illia Denysenko 2024-03-03 15:51:28 +00:00
commit 7016ebfff3
7 changed files with 78 additions and 10 deletions

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@ -245,6 +245,10 @@ impl CharacterState {
)
}
pub fn should_follow_look(&self) -> bool {
matches!(self, CharacterState::Boost(_)) || self.is_attack()
}
pub fn is_attack(&self) -> bool {
matches!(
self,

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@ -31,6 +31,7 @@ impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 10.0, None);
handle_move(data, &mut update, 1.0);
if self.timer < self.static_data.movement_duration {

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@ -654,7 +654,7 @@ pub fn handle_orientation(
// else the current horizontal movement direction is used
let target_ori = if let Some(dir_override) = dir_override {
dir_override.into()
} else if is_strafing(data, update) || update.character.is_attack() {
} else if is_strafing(data, update) || update.character.should_follow_look() {
data.inputs
.look_dir
.to_horizontal()

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@ -0,0 +1,62 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
pub struct BoostAnimation;
type BoostAnimationDependency<'a> = ();
impl Animation for BoostAnimation {
type Dependency<'a> = BoostAnimationDependency<'a>;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_boost\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_boost")]
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
_dep: Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
next.main.position = Vec3::new(10.0, -10.0, -10.0);
next.main.orientation = Quaternion::rotation_z(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
let (move1, move2, move3, tension) = (
anim_time.powf(0.25).min(1.0),
0.0,
0.0,
(anim_time * 20.0).sin() - 0.5,
);
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
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(std::f32::consts::PI * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move2 * 5.0);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.9)
* Quaternion::rotation_y(move1 * 1.0 + move2 * -1.0)
* Quaternion::rotation_z(move1 * 1.3 + move2 * -1.3);
next.chest.orientation =
Quaternion::rotation_z(move1 * 1.0 + tension * 0.02 + move2 * -1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.4 + move2 * 0.3);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4);
next
}
}

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@ -2,6 +2,7 @@ pub mod alpha;
pub mod beam;
pub mod beta;
pub mod block;
pub mod boost;
pub mod chargeswing;
pub mod climb;
pub mod collect;
@ -45,10 +46,10 @@ pub mod wield;
// Reexports
pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, block::BlockAnimation,
chargeswing::ChargeswingAnimation, climb::ClimbAnimation, collect::CollectAnimation,
combomelee::ComboAnimation, consume::ConsumeAnimation, dance::DanceAnimation,
dash::DashAnimation, divemelee::DiveMeleeAnimation, equip::EquipAnimation,
finishermelee::FinisherMeleeAnimation, glidewield::GlideWieldAnimation,
boost::BoostAnimation, chargeswing::ChargeswingAnimation, climb::ClimbAnimation,
collect::CollectAnimation, combomelee::ComboAnimation, consume::ConsumeAnimation,
dance::DanceAnimation, dash::DashAnimation, divemelee::DiveMeleeAnimation,
equip::EquipAnimation, finishermelee::FinisherMeleeAnimation, glidewield::GlideWieldAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
mount::MountAnimation, music::MusicAnimation, rapidmelee::RapidMeleeAnimation,
repeater::RepeaterAnimation, ripostemelee::RiposteMeleeAnimation, roll::RollAnimation,

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@ -1601,10 +1601,10 @@ impl FigureMgr {
)
},
CharacterState::Boost(_) => {
anim::character::AlphaAnimation::update_skeleton(
anim::character::BoostAnimation::update_skeleton(
&target_base,
(hands, None, None),
state.state_time,
(),
0.5,
&mut state_animation_rate,
skeleton_attr,
)

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@ -946,9 +946,9 @@ impl ParticleMgr {
+ usize::from(self.scheduler.heartbeats(Duration::from_millis(10))),
|| {
Particle::new(
Duration::from_secs(15),
Duration::from_millis(250),
time,
ParticleMode::CampfireSmoke,
ParticleMode::PortalFizz,
interpolated.pos
+ vel.map_or(Vec3::zero(), |v| -v.0 * dt * rng.gen::<f32>()),
)