Added wielding for wallrunning

This commit is contained in:
Joshua Barretto 2023-10-14 12:27:08 +01:00
parent 64cb9b099d
commit e293de5bae
7 changed files with 211 additions and 13 deletions

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@ -177,6 +177,7 @@ impl CharacterState {
was_wielded: true,
..
})
| CharacterState::Wallrun(wallrun::Data { was_wielded: true })
| CharacterState::Stunned(stunned::Data {
was_wielded: true,
..
@ -194,6 +195,7 @@ impl CharacterState {
CharacterState::Stunned(data) => data.was_wielded,
CharacterState::SpriteInteract(data) => data.static_data.was_wielded,
CharacterState::UseItem(data) => data.static_data.was_wielded,
CharacterState::Wallrun(data) => data.was_wielded,
_ => false,
}
}

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@ -895,7 +895,9 @@ pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
&& data.physics.in_liquid().is_none()
&& data.body.can_climb()
{
update.character = CharacterState::Wallrun(wallrun::Data);
update.character = CharacterState::Wallrun(wallrun::Data {
was_wielded: data.character.is_wield() || data.character.was_wielded(),
});
true
} else {
false

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@ -3,7 +3,7 @@ use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
idle,
idle, wielding,
},
};
use serde::{Deserialize, Serialize};
@ -12,7 +12,10 @@ use vek::Vec2;
const WALLRUN_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.5;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
pub struct Data {
/// Had weapon
pub was_wielded: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
@ -36,7 +39,11 @@ impl CharacterBehavior for Data {
|| data.physics.on_ground.is_some()
|| data.physics.in_liquid().is_some()
{
update.character = CharacterState::Idle(idle::Data::default());
update.character = if self.was_wielded {
CharacterState::Wielding(wielding::Data { is_sneaking: false })
} else {
CharacterState::Idle(idle::Data::default())
};
}
update

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@ -26,6 +26,7 @@ impl CharacterBehavior for Data {
handle_climb(data, &mut update);
attempt_input(data, output_events, &mut update);
handle_jump(data, output_events, &mut update, 1.0);
handle_wallrun(data, &mut update);
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())

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@ -195,9 +195,9 @@ impl Animation for RunAnimation {
(1.0 - sideabs) * (foothoril + 0.4 * (1.0 - sideabs)) * -1.5 * speednorm
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothoril * 0.3),
tilt * -0.5 + side * (foothoril * 0.3) + footstrafer * side * 0.5,
) * Quaternion::rotation_z(
side * 0.9 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
);
next.foot_r.position = Vec3::new(
@ -211,9 +211,9 @@ impl Animation for RunAnimation {
(1.0 - sideabs) * (foothorir + 0.4 * (1.0 - sideabs)) * -1.5 * speednorm
+ sideabs * -0.5,
) * Quaternion::rotation_y(
tilt * -0.5 + side * 0.3 + side * (foothorir * 0.3),
tilt * -0.5 + side * (foothorir * 0.3) - footstrafer * side * 0.5,
) * Quaternion::rotation_z(
side * 0.9 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
side * 1.3 * orientation.xy().dot(velocity.xy() / (speed + 0.01)),
);
//

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@ -2,14 +2,21 @@ use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{AbilitySpec, Hands, ToolKind};
use core::f32::consts::PI;
pub struct WallrunAnimation;
type WallrunAnimationDependency = (Vec3<f32>, f32, Option<Vec3<f32>>);
impl Animation for WallrunAnimation {
type Dependency<'a> = WallrunAnimationDependency;
type Dependency<'a> = (
(Option<ToolKind>, Option<&'a AbilitySpec>),
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
f32,
Option<Vec3<f32>>,
bool,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -19,7 +26,15 @@ impl Animation for WallrunAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(orientation, acc_vel, wall): Self::Dependency<'_>,
(
(active_tool_kind, active_tool_spec),
second_tool_kind,
hands,
orientation,
acc_vel,
wall,
was_wielded,
): Self::Dependency<'_>,
_anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
@ -185,6 +200,173 @@ impl Animation for WallrunAnimation {
* Quaternion::rotation_x(-0.1);
};
if was_wielded {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
next.hold.scale = Vec3::one() * 0.0;
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, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
* Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(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.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
},
Some(ToolKind::Hammer | ToolKind::Pick | ToolKind::Shovel) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
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, s_a.hc.1, s_a.hc.2 + 6.0);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4)
* Quaternion::rotation_z(s_a.hc.5);
},
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 - 2.0, s_a.stc.2 + 4.0);
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.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 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0);
next.control.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(s_a.bc.4)
* Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Instrument) => {
if let Some(AbilitySpec::Custom(spec)) = active_tool_spec {
match spec.as_str() {
"Washboard" => {
next.hand_l.position = Vec3::new(-7.0, 0.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, -4.5, -5.0);
next.main.orientation = Quaternion::rotation_x(5.5);
},
_ => {
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::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.head.orientation = Quaternion::rotation_x(-0.2);
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);
},
_ => {},
}
},
((_, _), _, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 6.0, 5.0);
next.control_l.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
next.hand_l.position = Vec3::new(-1.0, -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, 6.0, 5.0);
next.control_r.orientation =
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
next.hand_r.position = Vec3::new(1.0, -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(-8.0, 2.0, 1.0);
next.hand_l.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
next.hand_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25);
},
(_, _) => {},
};
}
next
}
}

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@ -2060,13 +2060,17 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::Wallrun { .. } => {
CharacterState::Wallrun(data) => {
anim::character::WallrunAnimation::update_skeleton(
&target_base,
(
(active_tool_kind, active_tool_spec),
second_tool_kind,
hands,
ori * anim::vek::Vec3::<f32>::unit_y(),
state.acc_vel,
wall_dir,
data.was_wielded,
),
state.state_time,
&mut state_animation_rate,