Animation for parrying parry

This commit is contained in:
Sam 2022-08-27 16:02:43 -04:00
parent dd37a699c0
commit 7c22847009
6 changed files with 249 additions and 177 deletions

View File

@ -8,4 +8,5 @@ BasicBlock(
recover: false,
),
energy_cost: 0.0,
can_hold: true,
)

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@ -1,13 +1,14 @@
BasicBlock(
buildup_duration: 1.0,
recover_duration: 0.5,
buildup_duration: 0.25,
recover_duration: 0.25,
max_angle: 45.0,
block_strength: 0.8,
parry_window: (
buildup: true,
recover: true,
),
energy_cost: 10.0,
energy_cost: 10,
can_hold: false,
meta: (
kind: Some(Sword(Parrying)),
),

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@ -483,6 +483,7 @@ pub enum CharacterAbility {
block_strength: f32,
parry_window: basic_block::ParryWindow,
energy_cost: f32,
can_hold: bool,
#[serde(default)]
meta: AbilityMeta,
},
@ -846,6 +847,7 @@ impl CharacterAbility {
recover: false,
},
energy_cost: 2.5,
can_hold: true,
meta: Default::default(),
}
}
@ -946,6 +948,7 @@ impl CharacterAbility {
block_strength: _,
parry_window: _,
ref mut energy_cost,
can_hold: _,
meta: _,
} => {
*buildup_duration /= stats.speed;
@ -2028,6 +2031,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
block_strength,
parry_window,
energy_cost,
can_hold,
meta: _,
} => CharacterState::BasicBlock(basic_block::Data {
static_data: basic_block::StaticData {
@ -2037,6 +2041,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
block_strength: *block_strength,
parry_window: *parry_window,
energy_cost: *energy_cost,
can_hold: *can_hold,
ability_info,
},
timer: Duration::default(),

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@ -1,6 +1,6 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, InputKind, StateUpdate},
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
wielding,
@ -32,6 +32,8 @@ pub struct StaticData {
pub ability_info: AbilityInfo,
/// Energy consumed to initiate the block
pub energy_cost: f32,
/// Whether block can be held
pub can_hold: bool,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -64,13 +66,19 @@ impl CharacterBehavior for Data {
// Transitions to swing section of stage
update.character = CharacterState::BasicBlock(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
stage_section: if self.static_data.can_hold {
StageSection::Action
} else {
StageSection::Recover
},
..*self
});
}
},
StageSection::Action => {
if input_is_pressed(data, InputKind::Block) {
if self.static_data.can_hold
&& input_is_pressed(data, self.static_data.ability_info.input)
{
// Block
update.character = CharacterState::BasicBlock(Data {
timer: tick_attack_or_default(data, self.timer, None),

View File

@ -10,16 +10,16 @@ use core::f32::consts::PI;
pub struct BlockAnimation;
type BlockAnimationDependency = (
type BlockAnimationDependency<'a> = (
(Option<Hands>, Option<Hands>),
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
f32,
Option<&'a str>,
Option<StageSection>,
);
impl Animation for BlockAnimation {
type Dependency<'a> = BlockAnimationDependency;
type Dependency<'a> = BlockAnimationDependency<'a>;
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -28,7 +28,7 @@ impl Animation for BlockAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(hands, active_tool_kind, second_tool_kind,velocity, _global_time, stage_section): Self::Dependency<'a>,
(hands, active_tool_kind, second_tool_kind, velocity, ability_id, stage_section): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -41,192 +41,249 @@ impl Animation for BlockAnimation {
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0);
let speed = Vec2::<f32>::from(velocity).magnitude();
match ability_id {
None => {
let speed = Vec2::<f32>::from(velocity).magnitude();
let (movement1base, move2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, (anim_time * 10.0).sin(), 0.0),
let (movement1base, move2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, (anim_time * 10.0).sin(), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let move1 = movement1base * pullback;
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let move1 = movement1base * pullback;
if speed > 0.5 {
} else {
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2);
next.chest.orientation = Quaternion::rotation_x(move1 * -0.15);
next.head.orientation = Quaternion::rotation_x(move1 * 0.25);
if speed > 0.5 {
} else {
next.chest.position =
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2);
next.chest.orientation = Quaternion::rotation_x(move1 * -0.15);
next.head.orientation = Quaternion::rotation_x(move1 * 0.25);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5);
next.shorts.position =
Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0);
next.belt.position =
Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5);
next.shorts.position =
Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0);
next.belt.orientation = Quaternion::rotation_x(move1 * 0.15);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25);
next.belt.orientation = Quaternion::rotation_x(move1 * 0.15);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5);
next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
};
next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2);
next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
};
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
Some(ToolKind::Sword) => {
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.shr.0 + move1 * -2.0,
s_a.shr.1,
s_a.shr.2 + move1 * 20.0,
);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
* Quaternion::rotation_y(s_a.shr.4)
* Quaternion::rotation_z(move1 * 1.5);
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
match tool {
Some(ToolKind::Sword) => {
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.shr.0 + move1 * -2.0,
s_a.shr.1,
s_a.shr.2 + move1 * 20.0,
);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
* Quaternion::rotation_y(s_a.shr.4)
* Quaternion::rotation_z(move1 * 1.5);
next.control.position =
Vec3::new(s_a.sc.0 + move1 * -3.0, s_a.sc.1, s_a.sc.2 + move1 * 4.0);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_y(move1 * 1.1)
* Quaternion::rotation_z(move1 * 1.7);
},
next.control.position = Vec3::new(
s_a.sc.0 + move1 * -3.0,
s_a.sc.1,
s_a.sc.2 + move1 * 4.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_y(move1 * 1.1)
* Quaternion::rotation_z(move1 * 1.7);
},
Some(ToolKind::Axe) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
Some(ToolKind::Axe) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
* Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
* Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(
s_a.ac.0 + move1 * 13.0,
s_a.ac.1 + move1 * -3.0,
s_a.ac.2 + move1 * 8.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0);
},
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
next.hand_l.position =
Vec3::new(s_a.hhl.0, s_a.hhl.1 + move1 * 6.0, s_a.hhl.2 + move1 * 6.0);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5)
* Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5)
* Quaternion::rotation_z(s_a.hhl.5 + move1 * PI);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(
s_a.ac.0 + move1 * 13.0,
s_a.ac.1 + move1 * -3.0,
s_a.ac.2 + move1 * 8.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0);
},
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
next.hand_l.position = Vec3::new(
s_a.hhl.0,
s_a.hhl.1 + move1 * 6.0,
s_a.hhl.2 + move1 * 6.0,
);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5)
* Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5)
* Quaternion::rotation_z(s_a.hhl.5 + move1 * PI);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position = Vec3::new(
s_a.hc.0 + move1 * 3.0,
s_a.hc.1 + move1 * 3.0,
s_a.hc.2 + move1 * 10.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4)
* Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
next.control.position = Vec3::new(
s_a.hc.0 + move1 * 3.0,
s_a.hc.1 + move1 * 3.0,
s_a.hc.2 + move1 * 10.0,
);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4)
* Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_r.position =
Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3)
* Quaternion::rotation_y(s_a.sthr.4);
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.hand_l.position =
Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(s_a.bc.4)
* Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
Some(ToolKind::Farming) => {
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(s_a.bc.4)
* Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
Some(ToolKind::Farming) => {
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.6)
* Quaternion::rotation_z(0.0);
},
_ => {},
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.6)
* Quaternion::rotation_z(0.0);
},
_ => {},
}
},
((_, _), _, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position =
Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position =
Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
next.control_r.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
},
((_, _), _, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0);
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
next.control_r.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0);
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
},
(_, _) => {},
};
Some("common.abilities.sword.parrying_parry") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, anim_time.powf(0.5)),
_ => (0.0, 0.0),
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
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 * -0.9);
next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
next.head.orientation = Quaternion::rotation_z(move1 * 0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.1);
next.control.orientation.rotate_y(move1 * -1.7);
next.control.orientation.rotate_z(move1 * 1.2);
next.control.position += Vec3::new(move1 * 5.0, move1 * 4.0, 0.0);
next.chest.orientation.rotate_z(move2 * -0.6);
next.head.orientation.rotate_z(move2 * 0.4);
next.belt.orientation.rotate_z(move2 * 0.2);
next.shorts.orientation.rotate_z(move2 * 0.6);
next.control.position += Vec3::new(move2 * 6.0, 0.0, move2 * 9.0);
next.control.orientation.rotate_z(move2 * -0.5);
next.control.orientation.rotate_y(move2 * 0.6);
},
_ => {},
}
next

View File

@ -1808,7 +1808,7 @@ impl FigureMgr {
active_tool_kind,
second_tool_kind,
rel_vel,
time,
ability_id,
Some(s.stage_section),
),
stage_progress,
@ -2024,7 +2024,7 @@ impl FigureMgr {
active_tool_kind,
second_tool_kind,
rel_vel,
time,
ability_id,
Some(StageSection::Buildup),
),
stage_progress,