Merge branch 'sam/deprecate-spinmelee' into 'master'

Deprecated SpinMelee Character State

See merge request veloren/veloren!4186
This commit is contained in:
Samuel Keiffer 2023-11-18 20:04:20 +00:00
commit f9a7c83c5a
25 changed files with 230 additions and 645 deletions

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@ -1,21 +1,17 @@
SpinMelee(
BasicMelee(
energy_cost: 0,
buildup_duration: 0.9,
swing_duration: 0.3,
recover_duration: 0.6,
melee_constructor: (
kind: Bash(
damage: 45.0,
poise: 30.0,
knockback: 20.0,
energy_regen: 0.0,
damage: 45,
poise: 30,
knockback: 20,
energy_regen: 0,
),
range: 7.5,
angle: 360.0,
),
energy_cost: 0,
is_infinite: false,
movement_behavior: Stationary,
forward_speed: 0.0,
num_spins: 1,
specifier: None,
ori_modifier: 1.0,
)

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@ -1,13 +1,13 @@
SpinMelee(
RapidMelee(
buildup_duration: 1.1,
swing_duration: 0.4,
recover_duration: 0.6,
melee_constructor: (
kind: Bash(
damage: 45.0,
poise: 30.0,
knockback: 55.0,
energy_regen: 0.0,
damage: 45,
poise: 30,
knockback: 55,
energy_regen: 0,
),
range: 20.5,
angle: 360.0,
@ -20,9 +20,8 @@ SpinMelee(
multi_target: Some(Normal),
),
energy_cost: 0,
is_infinite: false,
movement_behavior: Stationary,
forward_speed: 0.0,
num_spins: 3,
specifier: Some(Whirlwind),
max_strikes: Some(3),
ori_modifier: 1.0,
move_modifier: 1.0,
frontend_specifier: Some(Whirlwind),
)

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@ -1,4 +1,5 @@
SpinMelee(
BasicMelee(
energy_cost: 0,
buildup_duration: 0.25,
swing_duration: 0.3,
recover_duration: 1.0,
@ -7,14 +8,12 @@ SpinMelee(
damage: 10,
poise: 100,
knockback: 20,
energy_regen: 0,
),
range: 10,
angle: 360.0,
angle: 360,
multi_target: Some(Normal),
),
energy_cost: 0.0,
is_infinite: false,
movement_behavior: Stationary,
forward_speed: 0.0,
num_spins: 1,
specifier: None,
ori_modifier: 1.0,
)

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@ -1,21 +1,19 @@
SpinMelee(
RapidMelee(
buildup_duration: 1.2,
swing_duration: 0.5,
recover_duration: 1.2,
melee_constructor: (
kind: NecroticVortex(
damage: 30.0,
pull: 7.0,
lifesteal: 2.0,
damage: 30,
pull: 7,
lifesteal: 2,
),
range: 16.0,
angle: 360.0,
multi_target: Some(Normal),
),
energy_cost: 0.0,
is_infinite: true,
movement_behavior: Stationary,
forward_speed: 0.0,
num_spins: 1,
specifier: Some(CultistVortex),
energy_cost: 0,
ori_modifier: 1.0,
move_modifier: 0.0,
frontend_specifier: Some(CultistVortex),
)

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@ -1,22 +1,18 @@
SpinMelee(
BasicMelee(
energy_cost: 0,
buildup_duration: 0.2,
swing_duration: 0.3,
recover_duration: 0.1,
melee_constructor: (
kind: Bash(
damage: 100.0,
poise: 30.0,
knockback: 0.0,
energy_regen: 0.0,
damage: 100,
poise: 30,
knockback: 0,
energy_regen: 0,
),
range: 7.5,
angle: 360.0,
angle: 360,
multi_target: Some(Normal),
),
energy_cost: 0,
is_infinite: false,
movement_behavior: Stationary,
forward_speed: 0.0,
num_spins: 1,
specifier: None,
ori_modifier: 1.0,
)

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@ -1,22 +1,19 @@
SpinMelee(
RapidMelee(
buildup_duration: 0.0,
swing_duration: 0.5,
recover_duration: 0.0,
melee_constructor: (
kind: Slash(
damage: 80.0,
poise: 0.0,
knockback: 50.0,
energy_regen: 0.0,
damage: 80,
poise: 0,
knockback: 50,
energy_regen: 0,
),
range: 3.5,
angle: 360.0,
angle: 360,
multi_target: Some(Normal),
),
energy_cost: 0,
is_infinite: true,
movement_behavior: ForwardGround,
forward_speed: 0.0,
num_spins: 1,
specifier: None,
ori_modifier: 1.0,
move_modifier: 1.0,
)

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@ -1,21 +1,17 @@
SpinMelee(
BasicMelee(
energy_cost: 0,
buildup_duration: 0.9,
swing_duration: 0.3,
recover_duration: 0.6,
melee_constructor: (
kind: Bash(
damage: 45.0,
poise: 30.0,
knockback: 20.0,
energy_regen: 0.0,
damage: 45,
poise: 30,
knockback: 20,
energy_regen: 0,
),
range: 7.5,
angle: 360.0,
angle: 360,
),
energy_cost: 0,
is_infinite: false,
movement_behavior: Stationary,
forward_speed: 0.0,
num_spins: 1,
specifier: None,
ori_modifier: 1.0,
)

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@ -397,13 +397,6 @@
threshold: 0.7,
subtitle: "subtitle-hammer-attack",
),
Attack(SpinMelee(Action), Sword): (
files: [
"voxygen.audio.sfx.abilities.swing_sword",
],
threshold: 0.7,
subtitle: "subtitle-sword_attack",
),
Attack(ComboMelee(Action, 1), Sword): (
files: [
"voxygen.audio.sfx.abilities.swing_sword",
@ -510,7 +503,7 @@
threshold: 0.7,
subtitle: "subtitle-axe_attack",
),
Attack(SpinMelee(Action), Axe): (
Attack(RapidMelee(Action), Axe): (
files: [
"voxygen.audio.sfx.abilities.swing",
],

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@ -623,7 +623,6 @@ pub enum CharacterAbilityType {
RapidMelee(StageSection),
LeapMelee(StageSection),
LeapShockwave(StageSection),
SpinMelee(StageSection),
Music(StageSection),
Shockwave,
BasicBeam,
@ -649,7 +648,6 @@ impl From<&CharacterState> for CharacterAbilityType {
CharacterState::DiveMelee(data) => Self::DiveMelee(data.stage_section),
CharacterState::RiposteMelee(data) => Self::RiposteMelee(data.stage_section),
CharacterState::RapidMelee(data) => Self::RapidMelee(data.stage_section),
CharacterState::SpinMelee(data) => Self::SpinMelee(data.stage_section),
CharacterState::ChargedMelee(data) => Self::ChargedMelee(data.stage_section),
CharacterState::ChargedRanged(_) => Self::ChargedRanged,
CharacterState::Shockwave(_) => Self::Shockwave,
@ -827,20 +825,6 @@ pub enum CharacterAbility {
#[serde(default)]
meta: AbilityMeta,
},
SpinMelee {
buildup_duration: f32,
swing_duration: f32,
recover_duration: f32,
energy_cost: f32,
is_infinite: bool,
movement_behavior: spin_melee::MovementBehavior,
forward_speed: f32,
num_spins: u32,
specifier: Option<spin_melee::FrontendSpecifier>,
melee_constructor: MeleeConstructor,
#[serde(default)]
meta: AbilityMeta,
},
ChargedMelee {
energy_cost: f32,
energy_drain: f32,
@ -1028,6 +1012,7 @@ pub enum CharacterAbility {
melee_constructor: MeleeConstructor,
move_modifier: f32,
ori_modifier: f32,
frontend_specifier: Option<rapid_melee::FrontendSpecifier>,
#[serde(default)]
minimum_combo: u32,
#[serde(default)]
@ -1087,7 +1072,6 @@ impl CharacterAbility {
CharacterAbility::DashMelee { energy_cost, .. }
| CharacterAbility::BasicMelee { energy_cost, .. }
| CharacterAbility::BasicRanged { energy_cost, .. }
| CharacterAbility::SpinMelee { energy_cost, .. }
| CharacterAbility::ChargedRanged { energy_cost, .. }
| CharacterAbility::ChargedMelee { energy_cost, .. }
| CharacterAbility::Shockwave { energy_cost, .. }
@ -1407,25 +1391,6 @@ impl CharacterAbility {
*strength *= stats.buff_strength;
}
},
SpinMelee {
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut energy_cost,
ref mut melee_constructor,
is_infinite: _,
movement_behavior: _,
forward_speed: _,
num_spins: _,
specifier: _,
meta: _,
} => {
*buildup_duration /= stats.speed;
*swing_duration /= stats.speed;
*recover_duration /= stats.speed;
*energy_cost /= stats.energy_efficiency;
*melee_constructor = melee_constructor.adjusted_by_stats(stats);
},
ChargedMelee {
ref mut energy_cost,
ref mut energy_drain,
@ -1702,6 +1667,7 @@ impl CharacterAbility {
move_modifier: _,
ori_modifier: _,
minimum_combo: _,
frontend_specifier: _,
meta: _,
} => {
*buildup_duration /= stats.speed;
@ -1724,7 +1690,6 @@ impl CharacterAbility {
| Roll { energy_cost, .. }
| LeapMelee { energy_cost, .. }
| LeapShockwave { energy_cost, .. }
| SpinMelee { energy_cost, .. }
| ChargedMelee { energy_cost, .. }
| ChargedRanged { energy_cost, .. }
| Shockwave { energy_cost, .. }
@ -1786,7 +1751,6 @@ impl CharacterAbility {
| Roll { .. }
| LeapMelee { .. }
| LeapShockwave { .. }
| SpinMelee { .. }
| ChargedMelee { .. }
| ChargedRanged { .. }
| Shockwave { .. }
@ -1815,7 +1779,6 @@ impl CharacterAbility {
| Roll { meta, .. }
| LeapMelee { meta, .. }
| LeapShockwave { meta, .. }
| SpinMelee { meta, .. }
| ChargedMelee { meta, .. }
| ChargedRanged { meta, .. }
| Shockwave { meta, .. }
@ -2536,37 +2499,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
stage_section: StageSection::Buildup,
exhausted: false,
}),
CharacterAbility::SpinMelee {
buildup_duration,
swing_duration,
recover_duration,
melee_constructor,
energy_cost,
is_infinite,
movement_behavior,
forward_speed,
num_spins,
specifier,
meta: _,
} => CharacterState::SpinMelee(spin_melee::Data {
static_data: spin_melee::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
swing_duration: Duration::from_secs_f32(*swing_duration),
recover_duration: Duration::from_secs_f32(*recover_duration),
melee_constructor: *melee_constructor,
energy_cost: *energy_cost,
is_infinite: *is_infinite,
movement_behavior: *movement_behavior,
forward_speed: *forward_speed,
num_spins: *num_spins,
ability_info,
specifier: *specifier,
},
timer: Duration::default(),
consecutive_spins: 1,
stage_section: StageSection::Buildup,
exhausted: false,
}),
CharacterAbility::ChargedMelee {
energy_cost,
energy_drain,
@ -2985,6 +2917,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
move_modifier,
ori_modifier,
minimum_combo,
frontend_specifier,
meta: _,
} => CharacterState::RapidMelee(rapid_melee::Data {
static_data: rapid_melee::StaticData {
@ -2997,6 +2930,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
move_modifier: *move_modifier,
ori_modifier: *ori_modifier,
minimum_combo: *minimum_combo,
frontend_specifier: *frontend_specifier,
ability_info,
},
timer: Duration::default(),

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@ -102,8 +102,6 @@ pub enum CharacterState {
LeapMelee(leap_melee::Data),
/// A leap followed by a shockwave
LeapShockwave(leap_shockwave::Data),
/// Spin around, dealing damage to enemies surrounding you
SpinMelee(spin_melee::Data),
/// A charged ranged attack (e.g. bow)
ChargedRanged(charged_ranged::Data),
/// A charged melee attack
@ -161,7 +159,6 @@ impl CharacterState {
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
@ -227,7 +224,6 @@ impl CharacterState {
| CharacterState::ComboMelee2(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
@ -385,7 +381,6 @@ impl CharacterState {
|| matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge)
|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
|| matches!(self, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement)
}
@ -471,7 +466,6 @@ impl CharacterState {
CharacterState::DashMelee(data) => data.behavior(j, output_events),
CharacterState::LeapMelee(data) => data.behavior(j, output_events),
CharacterState::LeapShockwave(data) => data.behavior(j, output_events),
CharacterState::SpinMelee(data) => data.behavior(j, output_events),
CharacterState::ChargedMelee(data) => data.behavior(j, output_events),
CharacterState::ChargedRanged(data) => data.behavior(j, output_events),
CharacterState::RepeaterRanged(data) => data.behavior(j, output_events),
@ -525,7 +519,6 @@ impl CharacterState {
CharacterState::DashMelee(data) => data.handle_event(j, output_events, action),
CharacterState::LeapMelee(data) => data.handle_event(j, output_events, action),
CharacterState::LeapShockwave(data) => data.handle_event(j, output_events, action),
CharacterState::SpinMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ChargedMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ChargedRanged(data) => data.handle_event(j, output_events, action),
CharacterState::RepeaterRanged(data) => data.handle_event(j, output_events, action),
@ -579,7 +572,6 @@ impl CharacterState {
CharacterState::DashMelee(data) => Some(data.static_data.ability_info),
CharacterState::LeapMelee(data) => Some(data.static_data.ability_info),
CharacterState::LeapShockwave(data) => Some(data.static_data.ability_info),
CharacterState::SpinMelee(data) => Some(data.static_data.ability_info),
CharacterState::ChargedMelee(data) => Some(data.static_data.ability_info),
CharacterState::ChargedRanged(data) => Some(data.static_data.ability_info),
CharacterState::RepeaterRanged(data) => Some(data.static_data.ability_info),
@ -624,7 +616,6 @@ impl CharacterState {
CharacterState::DashMelee(data) => Some(data.stage_section),
CharacterState::LeapMelee(data) => Some(data.stage_section),
CharacterState::LeapShockwave(data) => Some(data.stage_section),
CharacterState::SpinMelee(data) => Some(data.stage_section),
CharacterState::ChargedMelee(data) => Some(data.stage_section),
CharacterState::ChargedRanged(data) => Some(data.stage_section),
CharacterState::RepeaterRanged(data) => Some(data.stage_section),
@ -732,12 +723,6 @@ impl CharacterState {
movement: Some(data.static_data.movement_duration),
..Default::default()
}),
CharacterState::SpinMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::ChargedMelee(data) => Some(DurationsInfo {
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
@ -863,7 +848,6 @@ impl CharacterState {
CharacterState::DashMelee(data) => Some(data.timer),
CharacterState::LeapMelee(data) => Some(data.timer),
CharacterState::LeapShockwave(data) => Some(data.timer),
CharacterState::SpinMelee(data) => Some(data.timer),
CharacterState::ChargedMelee(data) => Some(data.timer),
CharacterState::ChargedRanged(data) => Some(data.timer),
CharacterState::RepeaterRanged(data) => Some(data.timer),
@ -913,7 +897,6 @@ impl CharacterState {
CharacterState::Boost(_) => None,
CharacterState::DashMelee(_) => Some(AttackSource::Melee),
CharacterState::LeapMelee(_) => Some(AttackSource::Melee),
CharacterState::SpinMelee(_) => Some(AttackSource::Melee),
CharacterState::ChargedMelee(_) => Some(AttackSource::Melee),
// TODO: When charged ranged not only arrow make this check projectile type
CharacterState::ChargedRanged(_) => Some(AttackSource::Projectile),

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@ -31,7 +31,6 @@ pub mod self_buff;
pub mod shockwave;
pub mod sit;
pub mod skate;
pub mod spin_melee;
pub mod sprite_interact;
pub mod sprite_summon;
pub mod stunned;

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@ -28,6 +28,9 @@ pub struct StaticData {
pub move_modifier: f32,
pub ori_modifier: f32,
pub minimum_combo: u32,
/// Used to indicate to the frontend what ability this is for any special
/// effects
pub frontend_specifier: Option<FrontendSpecifier>,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
@ -140,3 +143,9 @@ impl CharacterBehavior for Data {
update
}
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
pub enum FrontendSpecifier {
CultistVortex,
Whirlwind,
}

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@ -1,176 +0,0 @@
use crate::{
combat,
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
/// How long until state ends
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Energy cost per attack
pub energy_cost: f32,
/// Whether spin state is infinite
pub is_infinite: bool,
/// Used to dictate how movement functions in this state
pub movement_behavior: MovementBehavior,
/// Used for forced forward movement
pub forward_speed: f32,
/// Number of spins
pub num_spins: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the melee attack to the frontend
pub specifier: Option<FrontendSpecifier>,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// How many spins it has done
pub consecutive_spins: u32,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the state can deal damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
match self.static_data.movement_behavior {
MovementBehavior::ForwardGround | MovementBehavior::Stationary => {},
MovementBehavior::Walking => {
handle_move(data, &mut update, 0.2);
},
}
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SpinMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if !self.exhausted {
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
exhausted: true,
..*self
});
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
let tool_stats = get_tool_stats(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.create_melee(precision_mult, tool_stats),
);
} else if self.timer < self.static_data.swing_duration {
if matches!(
self.static_data.movement_behavior,
MovementBehavior::ForwardGround
) {
handle_forced_movement(
data,
&mut update,
ForcedMovement::Forward(self.static_data.forward_speed),
);
}
// Swings
update.character = CharacterState::SpinMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else if update.energy.current() >= self.static_data.energy_cost
&& (self.consecutive_spins < self.static_data.num_spins
|| (self.static_data.is_infinite
&& input_is_pressed(data, self.static_data.ability_info.input)))
{
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
consecutive_spins: self.consecutive_spins + 1,
exhausted: false,
..*self
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(-self.static_data.energy_cost);
} else {
// Transitions to recover section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
// Remove melee attack component
data.updater.remove::<Melee>(data.entity);
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover
update.character = CharacterState::SpinMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
end_melee_ability(data, &mut update);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_melee_ability(data, &mut update);
},
}
// At end of state logic so an interrupt isn't overwritten
handle_interrupts(data, &mut update, output_events);
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum MovementBehavior {
Stationary,
ForwardGround,
Walking,
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
pub enum FrontendSpecifier {
CultistVortex,
Whirlwind,
}

View File

@ -174,7 +174,6 @@ impl<'a> System<'a> for Sys {
| CharacterState::DashMelee(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
| CharacterState::SpinMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicRanged(_)

View File

@ -2749,7 +2749,7 @@ impl<'a> AgentData<'a> {
{
// If already using primary, keep using primary until 10 consecutive seconds
controller.push_basic_input(InputKind::Primary);
} else if matches!(self.char_state, CharacterState::SpinMelee(c) if c.consecutive_spins < 50 && !matches!(c.stage_section, StageSection::Recover))
} else if matches!(self.char_state, CharacterState::RapidMelee(c) if c.current_strike < 50 && !matches!(c.stage_section, StageSection::Recover))
{
// If already using secondary, keep using secondary until 10 consecutive
// seconds
@ -4289,7 +4289,7 @@ impl<'a> AgentData<'a> {
// Long whirlwind attack
4 => {
controller.push_basic_input(InputKind::Ability(7));
matches!(self.char_state, CharacterState::SpinMelee(c) if matches!(c.stage_section, StageSection::Recover))
matches!(self.char_state, CharacterState::RapidMelee(c) if matches!(c.stage_section, StageSection::Recover))
},
// Remote ice spikes
5 => {
@ -4992,8 +4992,8 @@ impl<'a> AgentData<'a> {
}
// After spinning, reset timer
if matches!(self.char_state, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Recover)
{
let current_input = self.char_state.ability_info().map(|ai| ai.input);
if matches!(current_input, Some(InputKind::Secondary)) {
agent.combat_state.timers[ActionStateTimers::TimerSpinWait as usize] = 0.0;
}

View File

@ -11,12 +11,12 @@ pub mod idle;
pub mod jump;
pub mod leapmelee;
pub mod leapshockwave;
pub mod rapidmelee;
pub mod run;
pub mod selfbuff;
pub mod shockwave;
pub mod shoot;
pub mod spin;
pub mod spinmelee;
pub mod spritesummon;
pub mod stunned;
pub mod summon;
@ -27,9 +27,9 @@ pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, blink::BlinkAnimation,
charge::ChargeAnimation, chargemelee::ChargeMeleeAnimation, combomelee::ComboAnimation,
dash::DashAnimation, equip::EquipAnimation, idle::IdleAnimation, jump::JumpAnimation,
leapmelee::LeapAnimation, leapshockwave::LeapShockAnimation, run::RunAnimation,
selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation,
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, spritesummon::SpriteSummonAnimation,
leapmelee::LeapAnimation, leapshockwave::LeapShockAnimation, rapidmelee::RapidMeleeAnimation,
run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
shoot::ShootAnimation, spin::SpinAnimation, spritesummon::SpriteSummonAnimation,
stunned::StunnedAnimation, summon::SummonAnimation, wield::WieldAnimation,
};

View File

@ -5,9 +5,9 @@ use super::{
use common::{comp::item::ToolKind, states::utils::StageSection};
use core::f32::consts::{PI, TAU};
pub struct SpinMeleeAnimation;
pub struct RapidMeleeAnimation;
impl Animation for SpinMeleeAnimation {
impl Animation for RapidMeleeAnimation {
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
@ -19,9 +19,9 @@ impl Animation for SpinMeleeAnimation {
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_spinmelee\0";
const UPDATE_FN: &'static [u8] = b"biped_large_rapidmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_spinmelee")]
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_rapidmelee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency<'_>,

View File

@ -232,6 +232,25 @@ impl Animation for AlphaAnimation {
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 0.8);
},
},
Some(ToolKind::Natural) => {
let tension = match stage_section {
Some(StageSection::Buildup) => (anim_time * 10.0).sin(),
Some(StageSection::Action) => 1.0,
Some(StageSection::Recover) => 1.0,
_ => 0.0,
};
next.chest.orientation =
Quaternion::rotation_x(move1abs * 1.0 + move2abs * -1.5 + tension * 0.2);
next.pants.orientation = Quaternion::rotation_x(move1abs * -0.5 + move2abs * 0.5);
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(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * 0.5);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * -0.5);
},
_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);

View File

@ -7,7 +7,6 @@ pub mod leapmelee;
pub mod run;
pub mod shockwave;
pub mod shoot;
pub mod spinmelee;
pub mod stunned;
pub mod summon;
pub mod wield;
@ -16,8 +15,8 @@ pub mod wield;
pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, combomelee::ComboAnimation, dash::DashAnimation,
idle::IdleAnimation, leapmelee::LeapAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
stunned::StunnedAnimation, summon::SummonAnimation, wield::WieldAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation, stunned::StunnedAnimation,
summon::SummonAnimation, wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};

View File

@ -1,87 +0,0 @@
use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
pub struct SpinMeleeAnimation;
type SpinMeleeAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for SpinMeleeAnimation {
type Dependency<'a> = SpinMeleeAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_spinmelee")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_velocity,
_orientation,
_last_ori,
_global_time,
_avg_vel,
_acc_vel,
stage_section,
_timer,
): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let anim_time = anim_time.min(1.0);
let (move1base, tension, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 10.0).sin(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let tension = tension * pullback;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Spear) => {
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3)
* Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6);
},
_ => {
next.chest.orientation =
Quaternion::rotation_x(move1abs * 1.0 + move2abs * -1.5 + tension * 0.2);
next.pants.orientation = Quaternion::rotation_x(move1abs * -0.5 + move2abs * 0.5);
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(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * 0.5);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * -0.5);
},
}
next
}
}

View File

@ -3,11 +3,12 @@ use super::{
GolemSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use core::f32::consts::PI;
pub struct AlphaAnimation;
impl Animation for AlphaAnimation {
type Dependency<'a> = (Option<StageSection>, f32, f32);
type Dependency<'a> = (Option<StageSection>, f32, f32, Option<&'a str>);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
@ -17,69 +18,139 @@ impl Animation for AlphaAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(stage_section, global_time, timer): Self::Dependency<'_>,
(stage_section, global_time, timer, ability_id): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
_s_a: &SkeletonAttr,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
match ability_id {
Some(
"common.abilities.custom.stonegolemfist.spin"
| "common.abilities.custom.woodgolem.spin"
| "common.abilities.custom.coralgolem.spin",
) => {
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let pullback = 1.0 - movement3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
if mirror > 0.0 {
next.head.orientation =
Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI)
* Quaternion::rotation_x(-0.2);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -6.0);
next.upper_torso.orientation =
Quaternion::rotation_z(movement1 * -0.5 * PI + movement2 * 2.5 * PI);
next.lower_torso.orientation = Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI);
next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.shoulder_l.position =
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_x(movement1 * 1.2 * pullback);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
next.shoulder_r.position =
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_x(movement1 * -1.2 * pullback);
next.hand_l.orientation =
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
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 * pullback);
next.hand_r.orientation =
Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.4);
} else {
next.head.orientation =
Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2);
next.leg_l.position =
Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.lower_torso.orientation = Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.leg_r.position =
Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
next.leg_r.orientation = Quaternion::rotation_x(0.0);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.4);
next.foot_l.position =
Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
next.foot_l.orientation = Quaternion::rotation_x(0.0);
next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.foot_r.position =
Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
next.foot_r.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation =
Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * 0.4);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_z(0.0);
},
_ => {
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let move1 = move1base * pullback;
let move2 = move2base * pullback;
if mirror > 0.0 {
next.head.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
next.hand_l.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
next.hand_r.orientation =
Quaternion::rotation_y(move1 * 0.5) * Quaternion::rotation_x(move1 * 0.4);
} else {
next.head.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_x(move1 * 0.4);
next.shoulder_r.orientation = Quaternion::rotation_y(move1 * -0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.hand_l.orientation =
Quaternion::rotation_y(move1 * -0.5) * Quaternion::rotation_x(move1 * 0.4);
next.hand_r.orientation = Quaternion::rotation_y(0.0)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
};
next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6);
},
}
next.hand_r.orientation =
Quaternion::rotation_y(0.0) * Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
};
next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6);
next
}
}

View File

@ -4,12 +4,11 @@ pub mod idle;
pub mod run;
pub mod shockwave;
pub mod shoot;
pub mod spinmelee;
// Reexports
pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, idle::IdleAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};

View File

@ -1,81 +0,0 @@
use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use core::f32::consts::PI;
pub struct SpinMeleeAnimation;
impl Animation for SpinMeleeAnimation {
type Dependency<'a> = 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")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
stage_section: Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 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;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI)
* Quaternion::rotation_x(-0.2);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -6.0);
next.upper_torso.orientation =
Quaternion::rotation_z(movement1 * -0.5 * PI + movement2 * 2.5 * PI);
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * 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_x(0.0) * Quaternion::rotation_x(movement1 * 1.2 * pullback);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * -1.2 * pullback);
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 * pullback);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback);
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 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 * 4.0);
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 * 4.0);
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
}
}

View File

@ -3950,38 +3950,6 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::SpinMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Action => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::biped_small::SpinMeleeAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
rel_vel,
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
time,
rel_avg_vel,
state.acc_vel,
Some(s.stage_section),
state.state_time,
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::BasicRanged(s) => {
let stage_time = s.timer.as_secs_f32();
@ -5708,7 +5676,7 @@ impl FigureMgr {
),
}
},
CharacterState::SpinMelee(s) => {
CharacterState::RapidMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
@ -5724,7 +5692,7 @@ impl FigureMgr {
_ => 0.0,
};
anim::biped_large::SpinMeleeAnimation::update_skeleton(
anim::biped_large::RapidMeleeAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
@ -6051,7 +6019,7 @@ impl FigureMgr {
anim::golem::AlphaAnimation::update_skeleton(
&target_base,
(Some(s.stage_section), time, state.state_time),
(Some(s.stage_section), time, state.state_time, ability_id),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
@ -6119,7 +6087,7 @@ impl FigureMgr {
anim::golem::AlphaAnimation::update_skeleton(
&target_base,
(Some(s.stage_section), time, state.state_time),
(Some(s.stage_section), time, state.state_time, ability_id),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
@ -6147,31 +6115,6 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::SpinMelee(s) => {
let stage_progress = {
let stage_time = s.timer.as_secs_f32();
match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Action => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
}
};
anim::golem::SpinMeleeAnimation::update_skeleton(
&target_base,
Some(s.stage_section),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};

View File

@ -855,12 +855,12 @@ impl ParticleMgr {
},
);
},
CharacterState::SpinMelee(spin) => {
if let Some(specifier) = spin.static_data.specifier {
CharacterState::RapidMelee(c) => {
if let Some(specifier) = c.static_data.frontend_specifier {
match specifier {
states::spin_melee::FrontendSpecifier::CultistVortex => {
if matches!(spin.stage_section, StageSection::Action) {
let range = spin.static_data.melee_constructor.range;
states::rapid_melee::FrontendSpecifier::CultistVortex => {
if matches!(c.stage_section, StageSection::Action) {
let range = c.static_data.melee_constructor.range;
// Particles for vortex
let heartbeats =
self.scheduler.heartbeats(Duration::from_millis(3));
@ -931,8 +931,8 @@ impl ParticleMgr {
}
}
},
states::spin_melee::FrontendSpecifier::Whirlwind => {
if matches!(spin.stage_section, StageSection::Action) {
states::rapid_melee::FrontendSpecifier::Whirlwind => {
if matches!(c.stage_section, StageSection::Action) {
let time = scene_data.state.get_time();
let mut rng = thread_rng();
self.particles.resize_with(