Golem spinmelee anim

This commit is contained in:
Snowram 2021-01-21 01:23:10 +01:00
parent aaad5e49cc
commit 8b06d844f7
4 changed files with 113 additions and 2 deletions

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@ -1,6 +1,6 @@
SpinMelee(
buildup_duration: 100,
swing_duration: 400,
swing_duration: 300,
recover_duration: 100,
base_damage: 500,
knockback: 0.0,

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@ -3,11 +3,12 @@ pub mod idle;
pub mod jump;
pub mod run;
pub mod shockwave;
pub mod spinmelee;
// Reexports
pub use self::{
alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation,
shockwave::ShockwaveAnimation, spinmelee::SpinMeleeAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};

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@ -0,0 +1,85 @@
use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct SpinMeleeAnimation;
impl Animation for SpinMeleeAnimation {
type Dependency = Option<StageSection>;
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_spinmelee")]
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
stage_section: Self::Dependency,
anim_time: f64,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let mut next = (*skeleton).clone();
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(movement2 * -2.0 * PI) * Quaternion::rotation_x(-0.2);
next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1) / 8.0;
next.upper_torso.orientation = Quaternion::rotation_z(movement2 * 2.0 * PI);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + movement1 * 5.0);
next.lower_torso.orientation = Quaternion::rotation_z(movement2 * -2.0 * PI);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_y(movement1 * 0.0)
* Quaternion::rotation_x(movement1 * 1.2 * (1.0 - movement3));
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_y(movement1 * 0.0)
* Quaternion::rotation_x(movement1 * -1.2 * (1.0 - movement3));
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * (1.0 - movement3));
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + movement1 * 5.0);
next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * (1.0 - movement3));
next.leg_l.position = Vec3::new(
-s_a.leg.0 + movement1 * 3.0,
s_a.leg.1,
s_a.leg.2 + movement1 * 5.0,
) * 1.02;
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.leg_r.position = Vec3::new(
s_a.leg.0 - movement1 * 3.0,
s_a.leg.1,
s_a.leg.2 + movement1 * 5.0,
) * 1.02;
next.leg_r.orientation = Quaternion::rotation_x(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
next.foot_l.orientation = Quaternion::rotation_x(0.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
next.foot_r.orientation = Quaternion::rotation_x(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_z(0.0);
next
}
}

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@ -3128,6 +3128,31 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::SpinMelee(s) => {
let stage_progress = {
let stage_time = s.timer.as_secs_f64();
match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
}
};
anim::golem::SpinMeleeAnimation::update_skeleton(
&target_base,
Some(s.stage_section),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};