stage 2 and 3 anim

This commit is contained in:
jshipsey 2020-09-07 20:16:55 -04:00 committed by Sam
parent 847bddbd89
commit a18c23025e
7 changed files with 210 additions and 209 deletions

View File

@ -127,9 +127,9 @@ impl Tool {
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(10),
base_swing_duration: Duration::from_millis(10),
base_recover_duration: Duration::from_millis(10),
base_buildup_duration: Duration::from_millis(500),
base_swing_duration: Duration::from_millis(200),
base_recover_duration: Duration::from_millis(400),
},
combo_melee::Stage {
stage: 2,
@ -151,9 +151,9 @@ impl Tool {
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(10),
base_swing_duration: Duration::from_millis(10),
base_recover_duration: Duration::from_millis(10),
base_buildup_duration: Duration::from_millis(500),
base_swing_duration: Duration::from_millis(200),
base_recover_duration: Duration::from_millis(300),
},
],
initial_energy_gain: 0,

View File

@ -24,7 +24,8 @@ pub struct Stage {
pub angle: f32,
/// Initial buildup duration of stage (how long until state can deal damage)
pub base_buildup_duration: Duration,
/// Duration of stage spent in swing (controls animation stuff, and can also be used to handle movement separately to buildup)
/// Duration of stage spent in swing (controls animation stuff, and can also
/// be used to handle movement separately to buildup)
pub base_swing_duration: Duration,
/// Initial recover duration of stage (how long until character exits state)
pub base_recover_duration: Duration,

View File

@ -59,13 +59,13 @@ impl CharacterBehavior for Data {
}
}
/// Determines what portion a state is in. Used in all attacks (eventually). Is used to control aspects of animation code, as well as logic within the character states.
/// Determines what portion a state is in. Used in all attacks (eventually). Is
/// used to control aspects of animation code, as well as logic within the
/// character states.
#[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum StageSection {
Buildup,
Swing,
Recover,
Combo,
}
}

View File

@ -11,7 +11,13 @@ use std::f32::consts::PI;
pub struct AlphaAnimation;
impl Animation for AlphaAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64, Option<StageSection>);
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
f64,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -64,76 +70,73 @@ impl Animation for AlphaAnimation {
.sqrt())
* ((anim_time as f32 * lab as f32 * 4.0).sin());
let movement = anim_time as f32 * 1.0;
let test = (anim_time as f32 * 1.75).sin();
if let Some(ToolKind::Sword(_)) = active_tool_kind {
next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} build", anim_time);
next.control.position =
Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
next.control.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_y(movement * -1.0)
* Quaternion::rotation_z(movement * -1.2);
next.chest.orientation = Quaternion::rotation_z(movement * 1.5);
next.head.orientation = Quaternion::rotation_z(movement * -0.9);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
next.control.position = Vec3::new(-7.0, 3.0 + movement * 8.0, 3.0);
next.control.orientation =
Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
* Quaternion::rotation_y(-1.0 + movement * -0.6)
* Quaternion::rotation_z(-1.2 + movement * 1.3);
next.chest.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
//next.head.orientation = Quaternion::rotation_z(-test
// * 0.8); next.chest.
// orientation = Quaternion::rotation_x(test * 0.15)
//* Quaternion::rotation_y(movement * 0.3)
//* Quaternion::rotation_z(movement * 1.5);
//next.belt.orientation = Quaternion::rotation_z(test2
// * 0.5); next.shorts.
// orientation = Quaternion::rotation_z(test2 * 1.5);
// next.torso.orientation = Quaternion::rotation_z(test2
// * 7.2);
},
StageSection::Recover | StageSection::Combo => {
//println!("{:.3} recover", anim_time);
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-1.57 + movement * 1.0)
* Quaternion::rotation_z(0.0);
next.control.scale = Vec3::one();
next.chest.orientation = Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-1.57 + movement * 0.5);
next.head.orientation =
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.57);
},
}
}
}
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
if let Some(stage_section) = stage_section {
next.head.position =
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(slow * -0.25)
* Quaternion::rotation_x(0.0 + slow * 0.15)
* Quaternion::rotation_y(slow * -0.15);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.orientation = Quaternion::rotation_z(slow * 0.4)
* Quaternion::rotation_x(0.0 + slow * -0.2)
* Quaternion::rotation_y(slow * 0.2);
next.chest.scale = Vec3::one();
next.belt.position = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.orientation = next.chest.orientation * -0.3;
next.shorts.position =
Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.orientation = next.chest.orientation * -0.45;
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
next.l_hand.orientation = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.05;
next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
next.r_hand.orientation = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(-0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
* Quaternion::rotation_y(slow * -1.3)
* Quaternion::rotation_z(1.4 + slow * -0.5);
next.control.scale = Vec3::one();
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
slow * -3.0 + quick * 3.0 - 4.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation = Quaternion::rotation_x(slow * 0.6)
* Quaternion::rotation_y((slow * -0.2).max(0.0));
next.l_foot.scale = Vec3::one();
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
slow * 3.0 + quick * -3.0 + 5.0,
skeleton_attr.foot.2,
);
next.r_foot.orientation = Quaternion::rotation_x(slow * -0.6)
* Quaternion::rotation_y((slow * 0.2).min(0.0));
next.r_foot.scale = Vec3::one();
next.lantern.orientation =
Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
next.hold.scale = Vec3::one() * 0.0;
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}
},
Some(ToolKind::Dagger(_)) => {
next.head.position =
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);

View File

@ -10,7 +10,13 @@ use common::{
pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64, Option<StageSection>);
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f32,
f64,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -46,62 +52,70 @@ impl Animation for BetaAnimation {
.sqrt())
* ((anim_time as f32 * lab as f32 * 14.0).sin());
match active_tool_kind {
Some(ToolKind::Sword(_)) => {
if let Some(stage_section) = stage_section {
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
let recover = (anim_time as f32 * 8.0).sin();
next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
* Quaternion::rotation_x(slow * 0.2)
* Quaternion::rotation_y(slow * -0.1);
let movement = anim_time as f32 * 1.0;
let test = (anim_time as f32 * 2.5).sin();
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.04);
if let Some(ToolKind::Sword(_)) = active_tool_kind {
next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.05);
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
next.l_hand.orientation = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
next.r_hand.orientation = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 6.0, -1.0);
next.main.orientation = Quaternion::rotation_x(-0.3);
next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
next.control.orientation = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(slow * 2.0 + 0.7)
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
next.control.scale = Vec3::one();
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
footquick * -9.5,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
next.r_foot.position =
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
next.r_foot.orientation =
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} recover", anim_time);
next.control.position = Vec3::new(
-8.0 + movement * -5.0,
4.0 - recover * 0.8 + movement * 2.0,
6.0 - recover * 0.4,
);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(0.0 + movement * 1.5)
* Quaternion::rotation_z(1.0);
next.chest.orientation = Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(0.4 + movement * 1.5);
next.head.orientation = Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(-0.1 + movement * -1.1);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
next.control.position =
Vec3::new(-8.0 + test * 30.0, 6.0 + movement * 2.0, 6.0);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(1.5 + test * 0.5)
* Quaternion::rotation_z(1.0 + test * 1.0);
next.chest.orientation = Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(1.9 + test * -0.5);
next.head.orientation = Quaternion::rotation_y(0.1)
* Quaternion::rotation_z(-1.2 + test * -0.5);
},
StageSection::Recover | StageSection::Combo => {
next.control.position = Vec3::new(10.0 + movement * -5.0, 8.0, 6.0);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(2.0)
* Quaternion::rotation_z(2.0);
next.chest.orientation = Quaternion::rotation_y(-0.1)
* Quaternion::rotation_z(1.4 + movement * 1.0);
next.head.orientation =
Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-1.5);
},
}
},
}
}
match active_tool_kind {
Some(ToolKind::Hammer(_)) => {
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.position =
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18);
@ -141,18 +155,19 @@ impl Animation for BetaAnimation {
footquick * -9.5,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
next.l_foot.orientation = Quaternion::rotation_x(footquick * 0.3)
* Quaternion::rotation_y(footquick * -0.6);
next.r_foot.position =
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
next.r_foot.orientation =
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
next.r_foot.orientation = Quaternion::rotation_x(footquick * -0.3)
* Quaternion::rotation_y(footquick * 0.2);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
Some(ToolKind::Axe(_)) => {
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.position =
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18);
@ -192,69 +207,19 @@ impl Animation for BetaAnimation {
footquick * -9.5,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
next.l_foot.orientation = Quaternion::rotation_x(footquick * 0.3)
* Quaternion::rotation_y(footquick * -0.6);
next.r_foot.position =
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
next.r_foot.orientation =
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
_ => {
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
* Quaternion::rotation_x(-0.1 + slow * -0.28)
* Quaternion::rotation_y(0.2 + slow * 0.18);
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
* Quaternion::rotation_x(slow * 0.2)
* Quaternion::rotation_y(slow * -0.1);
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.04);
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
* Quaternion::rotation_x(slow * 0.1)
* Quaternion::rotation_y(slow * -0.05);
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
next.l_hand.orientation = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
next.r_hand.orientation = Quaternion::rotation_x(1.27);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 6.0, -1.0);
next.main.orientation = Quaternion::rotation_x(-0.3);
next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
next.control.orientation = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(slow * 2.0 + 0.7)
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
next.control.scale = Vec3::one();
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
footquick * -9.5,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
next.r_foot.position =
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
next.r_foot.orientation =
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
next.r_foot.orientation = Quaternion::rotation_x(footquick * -0.3)
* Quaternion::rotation_y(footquick * 0.2);
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
_ => {},
}
next.l_shoulder.position = Vec3::new(
-skeleton_attr.shoulder.0,
skeleton_attr.shoulder.1,

View File

@ -14,7 +14,12 @@ pub struct Input {
pub struct SpinAnimation;
impl Animation for SpinAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, f64, Option<StageSection>);
type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
f64,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -66,18 +71,19 @@ impl Animation for SpinAnimation {
match stage_section {
StageSection::Buildup => {
//println!("{:.3} build", anim_time);
next.control.position = Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
next.control.orientation = Quaternion::rotation_x(-1.57)
* Quaternion::rotation_y(2.8)
* Quaternion::rotation_z(1.0);
next.control.position =
Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-0.57 + movement * 2.0)
* Quaternion::rotation_z(0.0);
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
* Quaternion::rotation_z(build * 0.05 + movement * -0.6);
* Quaternion::rotation_z(-1.07 + movement * -0.6);
next.belt.orientation = Quaternion::rotation_x(movement * 0.1);
next.shorts.orientation = Quaternion::rotation_x(movement * 0.1);
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
* Quaternion::rotation_z(movement * 0.4);
* Quaternion::rotation_z(1.07 + movement * 0.4);
},
StageSection::Swing => {
//println!("{:.3} swing", anim_time);
@ -98,7 +104,7 @@ impl Animation for SpinAnimation {
next.shorts.orientation = Quaternion::rotation_z(test2 * 1.5);
next.torso.orientation = Quaternion::rotation_z(test2 * 7.2);
},
StageSection::Recover => {
StageSection::Recover | StageSection::Combo => {
//println!("{:.3} recover", anim_time);
next.control.position = Vec3::new(
-8.0,
@ -113,9 +119,6 @@ impl Animation for SpinAnimation {
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
* Quaternion::rotation_z(movement * -0.1);
},
StageSection::Combo => {
//println!("{:.3} combo", anim_time);
},
}
}
}

View File

@ -809,7 +809,13 @@ impl FigureMgr {
CharacterState::BasicMelee(_) => {
anim::character::AlphaAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, None),
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
time,
None,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -879,7 +885,13 @@ impl FigureMgr {
CharacterState::Boost(_) => {
anim::character::AlphaAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, None),
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
time,
None,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
@ -939,21 +951,38 @@ impl FigureMgr {
match s.stage {
1 => anim::character::AlphaAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, Some(s.stage_section)),
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
),
2 => anim::character::SpinAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, time, Some(s.stage_section)),
(
active_tool_kind,
second_tool_kind,
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
),
_ => anim::character::BetaAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, Some(s.stage_section)),
(
active_tool_kind,
second_tool_kind,
vel.0.magnitude(),
time,
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,