This commit is contained in:
jshipsey 2021-05-10 03:24:58 -04:00 committed by Sam
parent 0d53e790fd
commit 770d07ac90
6 changed files with 189 additions and 7 deletions

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@ -1,6 +1,6 @@
BasicBeam(
buildup_duration: 0.20,
recover_duration: 0.20,
buildup_duration: 0.5,
recover_duration: 0.4,
beam_duration: 0.25,
damage: 100,
tick_rate: 2.0,

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@ -73,7 +73,7 @@
),
(ClayGolem, Male): (
head: (
offset: (-10.5, -6.0, -5.0),
offset: (-10.5, -3.0, -3.0),
central: ("npc.claygolem.male.head"),
),
jaw: (
@ -91,7 +91,7 @@
),
(ClayGolem, Female): (
head: (
offset: (-10.5, -6.0, -5.0),
offset: (-10.5, -3.0, -3.0),
central: ("npc.claygolem.male.head"),
),
jaw: (

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@ -0,0 +1,74 @@
use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::{states::utils::StageSection, util::Dir};
pub struct BeamAnimation;
impl Animation for BeamAnimation {
type Dependency<'a> = (Option<StageSection>, f32, f32, Dir);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_beam\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_beam")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(stage_section, _global_time, _timer, look_dir): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (move1base, move1iso, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Cast) => (1.0, 0.0, 1.0, 0.0),
Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.head.orientation = Quaternion::rotation_x(move1iso * 0.5 + move2 * (look_dir.z * 1.0));
next.head.position = Vec3::new(
0.0,
s_a.head.0,
s_a.head.1 - move2 * 5.0 * (look_dir.z * 1.0).min(0.0),
);
next.upper_torso.orientation =
Quaternion::rotation_x(move1iso * 0.3) * Quaternion::rotation_z(0.0);
next.lower_torso.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1iso * -0.3);
next.shoulder_l.orientation =
Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * -0.5);
next.shoulder_r.orientation =
Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * 0.5);
next.shoulder_l.position = Vec3::new(
-s_a.shoulder.0,
s_a.shoulder.1 + move1 * 2.0,
s_a.shoulder.2 + move1 * -2.0,
);
next.shoulder_r.position = Vec3::new(
s_a.shoulder.0,
s_a.shoulder.1 + move1 * 2.0,
s_a.shoulder.2 + move1 * -2.0,
);
next.hand_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * -1.1);
next.hand_r.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_y(move1 * 1.1);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next
}
}

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@ -1,13 +1,15 @@
pub mod alpha;
pub mod beam;
pub mod idle;
pub mod run;
pub mod shockwave;
pub mod shoot;
pub mod spinmelee;
// Reexports
pub use self::{
alpha::AlphaAnimation, idle::IdleAnimation, run::RunAnimation, shockwave::ShockwaveAnimation,
spinmelee::SpinMeleeAnimation,
alpha::AlphaAnimation, beam::BeamAnimation, idle::IdleAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
@ -120,7 +122,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
head: match (body.species, body.body_type) {
(StoneGolem, _) => (0.0, 2.0),
(Treant, _) => (18.0, -8.0),
(ClayGolem, _) => (2.0, 9.0),
(ClayGolem, _) => (-2.0, 7.0),
},
jaw: match (body.species, body.body_type) {
(StoneGolem, _) => (0.0, 0.0),

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@ -0,0 +1,61 @@
use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::{states::utils::StageSection, util::Dir};
pub struct ShootAnimation;
impl Animation for ShootAnimation {
type Dependency<'a> = (Option<StageSection>, f32, f32, Dir);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shoot")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(stage_section, _global_time, _timer, look_dir): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.4), 0.0, 0.0),
Some(StageSection::Shoot) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -0.5);
next.upper_torso.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * 0.5);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.5) * Quaternion::rotation_x(0.0);
next.shoulder_l.orientation =
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(move1 * 0.7);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * (look_dir.z * 1.2 + 1.57))
* Quaternion::rotation_y(move1 * 0.0);
next.hand_l.orientation =
Quaternion::rotation_z(move1 * -0.3) * Quaternion::rotation_x(move1 * 1.3);
next.hand_r.orientation = Quaternion::rotation_y(move1 * -0.3)
* Quaternion::rotation_z(move1 * -0.9 + move2 * -1.6);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next
}
}

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@ -4327,6 +4327,51 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::BasicRanged(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::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::golem::ShootAnimation::update_skeleton(
&target_base,
(Some(s.stage_section), time, state.state_time, look_dir),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::BasicBeam(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::Cast => s.timer.as_secs_f32(),
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::golem::BeamAnimation::update_skeleton(
&target_base,
(Some(s.stage_section), time, state.state_time, look_dir),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::BasicMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {