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anims
This commit is contained in:
parent
0d53e790fd
commit
770d07ac90
@ -1,6 +1,6 @@
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BasicBeam(
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buildup_duration: 0.20,
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recover_duration: 0.20,
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buildup_duration: 0.5,
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recover_duration: 0.4,
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beam_duration: 0.25,
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damage: 100,
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tick_rate: 2.0,
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@ -73,7 +73,7 @@
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),
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(ClayGolem, Male): (
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head: (
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offset: (-10.5, -6.0, -5.0),
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offset: (-10.5, -3.0, -3.0),
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central: ("npc.claygolem.male.head"),
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),
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jaw: (
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@ -91,7 +91,7 @@
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),
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(ClayGolem, Female): (
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head: (
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offset: (-10.5, -6.0, -5.0),
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offset: (-10.5, -3.0, -3.0),
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central: ("npc.claygolem.male.head"),
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),
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jaw: (
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74
voxygen/anim/src/golem/beam.rs
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74
voxygen/anim/src/golem/beam.rs
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@ -0,0 +1,74 @@
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use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use common::{states::utils::StageSection, util::Dir};
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pub struct BeamAnimation;
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impl Animation for BeamAnimation {
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type Dependency<'a> = (Option<StageSection>, f32, f32, Dir);
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_beam\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_beam")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(stage_section, _global_time, _timer, look_dir): 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 (move1base, move1iso, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Cast) => (1.0, 0.0, 1.0, 0.0),
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Some(StageSection::Recover) => (1.0, 0.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.head.orientation = Quaternion::rotation_x(move1iso * 0.5 + move2 * (look_dir.z * 1.0));
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next.head.position = Vec3::new(
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0.0,
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s_a.head.0,
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s_a.head.1 - move2 * 5.0 * (look_dir.z * 1.0).min(0.0),
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);
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next.upper_torso.orientation =
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Quaternion::rotation_x(move1iso * 0.3) * Quaternion::rotation_z(0.0);
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next.lower_torso.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1iso * -0.3);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * -0.5);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1 * 0.8) * Quaternion::rotation_y(move1 * 0.5);
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next.shoulder_l.position = Vec3::new(
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-s_a.shoulder.0,
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s_a.shoulder.1 + move1 * 2.0,
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s_a.shoulder.2 + move1 * -2.0,
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);
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next.shoulder_r.position = Vec3::new(
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s_a.shoulder.0,
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s_a.shoulder.1 + move1 * 2.0,
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s_a.shoulder.2 + move1 * -2.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_y(move1 * -1.1);
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next.hand_r.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_y(move1 * 1.1);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next
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}
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}
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@ -1,13 +1,15 @@
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pub mod alpha;
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pub mod beam;
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pub mod idle;
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pub mod run;
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pub mod shockwave;
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pub mod shoot;
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pub mod spinmelee;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, idle::IdleAnimation, run::RunAnimation, shockwave::ShockwaveAnimation,
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spinmelee::SpinMeleeAnimation,
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alpha::AlphaAnimation, beam::BeamAnimation, idle::IdleAnimation, run::RunAnimation,
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shockwave::ShockwaveAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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@ -120,7 +122,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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head: match (body.species, body.body_type) {
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(StoneGolem, _) => (0.0, 2.0),
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(Treant, _) => (18.0, -8.0),
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(ClayGolem, _) => (2.0, 9.0),
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(ClayGolem, _) => (-2.0, 7.0),
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},
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jaw: match (body.species, body.body_type) {
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(StoneGolem, _) => (0.0, 0.0),
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61
voxygen/anim/src/golem/shoot.rs
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61
voxygen/anim/src/golem/shoot.rs
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@ -0,0 +1,61 @@
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use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use common::{states::utils::StageSection, util::Dir};
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pub struct ShootAnimation;
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impl Animation for ShootAnimation {
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type Dependency<'a> = (Option<StageSection>, f32, f32, Dir);
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shoot")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(stage_section, _global_time, _timer, look_dir): 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 (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.4), 0.0, 0.0),
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Some(StageSection::Shoot) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1base * pullback;
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let move2 = move2base * pullback;
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next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -0.5);
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next.upper_torso.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * 0.5);
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next.lower_torso.orientation =
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Quaternion::rotation_z(move1 * -0.5) * Quaternion::rotation_x(0.0);
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next.shoulder_l.orientation =
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Quaternion::rotation_y(0.0) * Quaternion::rotation_z(move1 * 0.7);
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next.shoulder_r.orientation = Quaternion::rotation_x(move1 * (look_dir.z * 1.2 + 1.57))
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* Quaternion::rotation_y(move1 * 0.0);
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next.hand_l.orientation =
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Quaternion::rotation_z(move1 * -0.3) * Quaternion::rotation_x(move1 * 1.3);
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next.hand_r.orientation = Quaternion::rotation_y(move1 * -0.3)
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* Quaternion::rotation_z(move1 * -0.9 + move2 * -1.6);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next
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}
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}
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skeleton_attr,
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)
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},
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CharacterState::BasicRanged(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::golem::ShootAnimation::update_skeleton(
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&target_base,
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(Some(s.stage_section), time, state.state_time, look_dir),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::BasicBeam(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Cast => s.timer.as_secs_f32(),
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::golem::BeamAnimation::update_skeleton(
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&target_base,
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(Some(s.stage_section), time, state.state_time, look_dir),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::BasicMelee(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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