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

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

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

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

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

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@ -10,16 +10,16 @@ use core::f32::consts::PI;
pub struct BlockAnimation; pub struct BlockAnimation;
type BlockAnimationDependency = ( type BlockAnimationDependency<'a> = (
(Option<Hands>, Option<Hands>), (Option<Hands>, Option<Hands>),
Option<ToolKind>, Option<ToolKind>,
Option<ToolKind>, Option<ToolKind>,
Vec3<f32>, Vec3<f32>,
f32, Option<&'a str>,
Option<StageSection>, Option<StageSection>,
); );
impl Animation for BlockAnimation { impl Animation for BlockAnimation {
type Dependency<'a> = BlockAnimationDependency; type Dependency<'a> = BlockAnimationDependency<'a>;
type Skeleton = CharacterSkeleton; type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")] #[cfg(feature = "use-dyn-lib")]
@ -28,7 +28,7 @@ impl Animation for BlockAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")] #[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")]
fn update_skeleton_inner<'a>( fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton, 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, anim_time: f32,
rate: &mut f32, rate: &mut f32,
s_a: &SkeletonAttr, s_a: &SkeletonAttr,
@ -41,6 +41,8 @@ impl Animation for BlockAnimation {
next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_z(0.0); next.second.orientation = Quaternion::rotation_z(0.0);
match ability_id {
None => {
let speed = Vec2::<f32>::from(velocity).magnitude(); let speed = Vec2::<f32>::from(velocity).magnitude();
let (movement1base, move2, movement3) = match stage_section { let (movement1base, move2, movement3) = match stage_section {
@ -60,26 +62,30 @@ impl Animation for BlockAnimation {
next.chest.orientation = Quaternion::rotation_x(move1 * -0.15); next.chest.orientation = Quaternion::rotation_x(move1 * -0.15);
next.head.orientation = Quaternion::rotation_x(move1 * 0.25); 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.belt.position =
Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5);
next.shorts.position = next.shorts.position =
Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0); 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.belt.orientation = Quaternion::rotation_x(move1 * 0.15);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25); 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.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.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.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.orientation = Quaternion::rotation_x(move1 * -0.5);
}; };
match (hands, active_tool_kind, second_tool_kind) { match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool { ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
match tool {
Some(ToolKind::Sword) => { Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation = next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new( next.hand_r.position = Vec3::new(
s_a.shr.0 + move1 * -2.0, s_a.shr.0 + move1 * -2.0,
s_a.shr.1, s_a.shr.1,
@ -89,8 +95,11 @@ impl Animation for BlockAnimation {
* Quaternion::rotation_y(s_a.shr.4) * Quaternion::rotation_y(s_a.shr.4)
* Quaternion::rotation_z(move1 * 1.5); * Quaternion::rotation_z(move1 * 1.5);
next.control.position = next.control.position = Vec3::new(
Vec3::new(s_a.sc.0 + move1 * -3.0, s_a.sc.1, s_a.sc.2 + move1 * 4.0); 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) next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_y(move1 * 1.1) * Quaternion::rotation_y(move1 * 1.1)
* Quaternion::rotation_z(move1 * 1.7); * Quaternion::rotation_z(move1 * 1.7);
@ -101,25 +110,30 @@ impl Animation for BlockAnimation {
next.main.orientation = Quaternion::rotation_x(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.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation = next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); * 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.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation = next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new( next.control.position = Vec3::new(
s_a.ac.0 + move1 * 13.0, s_a.ac.0 + move1 * 13.0,
s_a.ac.1 + move1 * -3.0, s_a.ac.1 + move1 * -3.0,
s_a.ac.2 + move1 * 8.0, s_a.ac.2 + move1 * 8.0,
); );
next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0) 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_y(s_a.ac.4 + move1 * -1.8)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0); * Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0);
}, },
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
next.hand_l.position = next.hand_l.position = Vec3::new(
Vec3::new(s_a.hhl.0, s_a.hhl.1 + move1 * 6.0, s_a.hhl.2 + move1 * 6.0); s_a.hhl.0,
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5) 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_y(s_a.hhl.4 + move1 * 1.5)
* Quaternion::rotation_z(s_a.hhl.5 + move1 * PI); * 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.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
@ -137,13 +151,15 @@ impl Animation for BlockAnimation {
* Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0); * Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0);
}, },
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { 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.position =
next.hand_r.orientation = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); 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.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.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3) next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
@ -187,12 +203,14 @@ impl Animation for BlockAnimation {
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0);
}, },
_ => {}, _ => {},
}
}, },
((_, _), _, _) => {}, ((_, _), _, _) => {},
}; };
match hands { match hands {
(Some(Hands::One), _) => { (Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0); next.control_l.position =
Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
next.control_l.orientation = next.control_l.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0); 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.position = Vec3::new(0.0, -0.5, 0.0);
@ -202,7 +220,8 @@ impl Animation for BlockAnimation {
}; };
match hands { match hands {
(None | Some(Hands::One), Some(Hands::One)) => { (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.position =
Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
next.control_r.orientation = next.control_r.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0); 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.position = Vec3::new(0.0, -0.5, 0.0);
@ -213,14 +232,16 @@ impl Animation for BlockAnimation {
match hands { match hands {
(None, None) | (None, Some(Hands::One)) => { (None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0); 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) next.hand_l.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
}, },
(_, _) => {}, (_, _) => {},
}; };
match hands { match hands {
(None, None) | (Some(Hands::One), None) => { (None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0); 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) next.hand_r.orientation =
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
}, },
(_, _) => {}, (_, _) => {},
}; };
@ -228,6 +249,42 @@ impl Animation for BlockAnimation {
if let (None, Some(Hands::Two)) = hands { if let (None, Some(Hands::Two)) = hands {
next.second = next.main; next.second = next.main;
} }
},
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),
};
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 next
} }

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