use super::{ super::{Animation, SkeletonAttr}, CharacterSkeleton, }; use std::{f32::consts::PI, ops::Mul}; use vek::*; pub struct Input { pub attack: bool, } pub struct StandAnimation; impl Animation for StandAnimation { type Skeleton = CharacterSkeleton; type Dependency = f64; fn update_skeleton( skeleton: &Self::Skeleton, global_time: f64, anim_time: f64, skeleton_attr: &SkeletonAttr, ) -> Self::Skeleton { let mut next = (*skeleton).clone(); next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0); next.l_foot.ori = Quaternion::identity(); next.l_foot.scale = Vec3::one(); next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0); next.r_foot.ori = Quaternion::identity(); next.r_foot.scale = Vec3::one(); next } }