use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::states::utils::{AbilityInfo, StageSection}; pub struct RiposteMeleeAnimation; impl Animation for RiposteMeleeAnimation { type Dependency<'a> = (Option<&'a str>, Option, Option); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_riposte_melee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_riposte_melee")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (ability_id, stage_section, _ability_info): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_z(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); if matches!(stage_section, Some(StageSection::Action)) { next.main_weapon_trail = true; next.off_weapon_trail = true; } match ability_id { Some("common.abilities.sword.defensive_riposte") => { let (move1, move2, move3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), }; let move2_slow = move2.powi(4); let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; let move2_slow = move2_slow * pullback; 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 * 1.3 + move2 * -0.7); next.chest.orientation = Quaternion::rotation_z(move1 * 0.8); next.head.orientation = Quaternion::rotation_z(move1 * -0.4); next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5); next.control.orientation.rotate_x(move1 * 0.5); next.control.orientation.rotate_y(move1 * 2.1); next.control.orientation.rotate_z(move1 * -0.5); next.control.position += Vec3::new(0.0, move1 * 5.0, move1 * 8.0); next.chest.orientation.rotate_z(move2 * -1.4); next.head.orientation.rotate_z(move2 * 0.9); next.belt.orientation.rotate_z(move2 * -0.3); next.shorts.orientation.rotate_z(move2 * 0.6); next.control.orientation.rotate_y(move2 * -4.0); next.control .orientation .rotate_z(move2_slow * -3.0 + move2 * 1.0); next.control.position += Vec3::new(move2_slow * 11.0, move2_slow * -4.0, move2_slow * -6.0); }, _ => {}, } next } }