use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::{AbilityInfo, StageSection}, }; pub struct RepeaterAnimation; impl Animation for RepeaterAnimation { #[allow(clippy::type_complexity)] type Dependency = ( Option, (Option, Option), Vec3, f32, Option, ); type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_repeater\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_repeater")] #[allow(clippy::approx_constant)] // TODO: Pending review in #587 fn update_skeleton_inner( skeleton: &Self::Skeleton, (ability_info, hands, _velocity, _global_time, stage_section): Self::Dependency, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (move1, move2, move3, _move4) = match stage_section { Some(StageSection::Movement) => (anim_time, 0.0, 0.0, 0.0), Some(StageSection::Buildup) => (1.0, anim_time, 0.0, 0.0), Some(StageSection::Shoot) => (1.0, 1.0, anim_time, 0.0), Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time), _ => (0.0, 0.0, 0.0, 0.0), }; // end spin stuff fn fire(x: f32) -> f32 { (x * 18.0).sin() } if let Some(ToolKind::Bow) = ability_info.and_then(|a| a.tool) { 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.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.hold.position = Vec3::new(1.2, -1.0, -5.2); next.hold.orientation = Quaternion::rotation_x(-1.7) * Quaternion::rotation_z(-0.1); next.hold.scale = Vec3::one() * 1.0 * (1.0 - move3); next.foot_l.position = Vec3::new( -s_a.foot.0 + move1 * -0.75 - 0.75, s_a.foot.1 + move1 * 4.0 + 4.0, s_a.foot.2 + move1 * 2.5 + 2.5, ); next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.6 + 0.6 + move2 * -0.2) * Quaternion::rotation_z(move1 * 0.3 + 0.3); next.foot_r.position = Vec3::new( s_a.foot.0 + move1 * 0.75 + 0.75, s_a.foot.1 + move1 * 4.0 + 4.0, s_a.foot.2 + move1 * 2.5 + 2.5, ); next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.6 + 0.6 + move2 * -0.2) * Quaternion::rotation_z(move1 * -0.3 - 0.3); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + move1 * 4.0, s_a.shorts.1 + move1 * 1.0); next.shorts.orientation = Quaternion::rotation_x(move1 * 0.6); next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 2.0, s_a.belt.1); next.belt.orientation = Quaternion::rotation_x(move1 * 0.2); next.control.position = Vec3::new( s_a.bc.0 + move1 * 5.0, s_a.bc.1 + move1 * 3.0, s_a.bc.2 + move1 * 1.0, ); next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + move1 * 0.4) * Quaternion::rotation_y(s_a.bc.4 + move1 * 0.8) * Quaternion::rotation_z(s_a.bc.5); next.head.orientation = Quaternion::rotation_y(move1 * 0.15 + move2 * 0.05); next.torso.orientation = Quaternion::rotation_x(move1 * 0.1 + move2 * 0.1 + move3 * 0.15); next.hand_l.position = Vec3::new( 2.0 + fire(move3) * -6.0 - 3.0, 1.5 + fire(move3) * -6.0 - 3.0, 0.0, ); next.hand_l.orientation = Quaternion::rotation_x(1.20) * Quaternion::rotation_y(-0.6) * Quaternion::rotation_z(-0.3); } if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }