use super::{ super::{vek::*, Animation}, biped_small_wield_sword, init_biped_small_alpha, BipedSmallSkeleton, SkeletonAttr, }; use common::states::utils::StageSection; pub struct RiposteMeleeAnimation; impl Animation for RiposteMeleeAnimation { type Dependency<'a> = (Option<&'a str>, StageSection); type Skeleton = BipedSmallSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"biped_small_riposte_melee\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_riposte_melee")] fn update_skeleton_inner( skeleton: &Self::Skeleton, (ability_id, stage_section): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); init_biped_small_alpha(&mut next, s_a); match ability_id { Some("common.abilities.haniwa.soldier.riposte") => { let slow = (anim_time * 2.0).sin(); biped_small_wield_sword(&mut next, s_a, 0.0, slow); let (move1, move2, move3) = match stage_section { StageSection::Buildup => (anim_time.powf(0.25), 0.0, 0.0), StageSection::Action => (1.0, anim_time, 0.0), StageSection::Recover => (1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - move3; let move1 = move1 * pullback; let move2 = move2 * pullback; let move2fast = move2.max(0.001).powf(0.25) * pullback; let move2slow = move2.powi(4) * pullback; next.detach_right = true; // For some reason there's a discontinuity when using detach_right, two offsets // below seem to help next.control_r.position += next.control.position + Vec3::new(0.0, -2.0, 1.0) + Vec3::new(2.0 * move3, -1.0 * move3, 2.0 * move3); next.control_r.orientation = next.control.orientation * next.control_r.orientation; next.control.orientation.rotate_z(move1 * 1.9); next.control.position += Vec3::new(0.0 * move1, 2.0 * move1, 13.0 * move1); next.control.orientation.rotate_y(move1 * 2.7); next.control.orientation.rotate_y(move2fast * -2.1); next.control.orientation.rotate_z(move2 * -1.8); next.control.orientation.rotate_x(move2slow * -3.2); next.control.position += Vec3::new(move2 * 3.0, move2 * -2.0, move2 * -10.0); }, _ => {}, } next } }