use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{ comp::item::{Hands, ToolKind}, states::utils::StageSection, }; use core::f32::consts::PI; pub struct StunnedAnimation; type StunnedAnimationDependency = ( Option, Option, (Option, Option), f32, f32, Option, f32, bool, ); impl Animation for StunnedAnimation { type Dependency<'a> = StunnedAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_stunned\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_stunned")] fn update_skeleton_inner( skeleton: &Self::Skeleton, ( active_tool_kind, _second_tool_kind, hands, _velocity, global_time, stage_section, timer, wield_status, ): Self::Dependency<'_>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let (movement1base, movement2) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0), Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)), _ => (0.0, 0.0), }; let pullback = 1.0 - movement2; let subtract = global_time - timer; let check = subtract - subtract.trunc(); let mirror = (check - 0.5).signum(); let movement1 = movement1base * pullback * mirror; let movement1abs = movement1base * pullback; next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.orientation = Quaternion::rotation_z(movement1 * -0.3); next.shorts.orientation = Quaternion::rotation_x(movement1abs * -0.2) * Quaternion::rotation_z(movement1 * -0.3); next.belt.orientation = Quaternion::rotation_x(movement1abs * -0.1) * Quaternion::rotation_z(movement1 * -0.2); next.chest.orientation = Quaternion::rotation_x(movement1abs * 0.3) * Quaternion::rotation_z(movement1 * 1.0); if wield_status { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); match hands { (Some(Hands::Two), _) | (None, Some(Hands::Two)) => match active_tool_kind { Some(ToolKind::Sword) => { 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.shr.0, s_a.shr.1, s_a.shr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4); 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); }, Some(ToolKind::Axe) => { next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4); next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5); next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2); next.control.orientation = Quaternion::rotation_x(s_a.ac.3) * Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_z(s_a.ac.5); }, Some(ToolKind::Hammer | ToolKind::Pick) => { next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4) * Quaternion::rotation_z(s_a.hhl.5); next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4) * Quaternion::rotation_z(s_a.hhr.5); next.control.position = Vec3::new(s_a.hc.0, s_a.hc.1, s_a.hc.2); next.control.orientation = Quaternion::rotation_x(s_a.hc.3) * Quaternion::rotation_y(s_a.hc.4) * Quaternion::rotation_z(s_a.hc.5); }, Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); next.control.orientation = Quaternion::rotation_x(s_a.stc.3) * Quaternion::rotation_y(s_a.stc.4) * Quaternion::rotation_z(s_a.stc.5); }, Some(ToolKind::Bow) => { 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.hold.position = Vec3::new(0.0, -1.0, -5.2); next.hold.orientation = Quaternion::rotation_x(-PI / 2.0); next.hold.scale = Vec3::one() * 1.0; next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2); next.control.orientation = Quaternion::rotation_y(s_a.bc.4) * Quaternion::rotation_z(s_a.bc.5); }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, Some(ToolKind::Farming) => { next.hand_l.position = Vec3::new(9.0, 1.0, 1.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0); next.hand_r.position = Vec3::new(9.0, 1.0, 11.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0); next.main.position = Vec3::new(7.5, 7.5, 13.2); next.main.orientation = Quaternion::rotation_y(PI); next.control.position = Vec3::new(-11.0, 1.8, 4.0); }, Some(ToolKind::Instrument) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); next.hand_l.orientation = Quaternion::rotation_x(1.27); next.main.position = Vec3::new(-5.0, 5.0, 23.0); next.main.orientation = Quaternion::rotation_x(PI); }, _ => {}, }, (_, _) => {}, }; match hands { (Some(Hands::One), _) => { next.control_l.position = Vec3::new(-7.0, 8.0, 2.0); next.control_l.orientation = Quaternion::rotation_x(-0.3); next.hand_l.position = Vec3::new(0.0, -0.5, 0.0); next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0) }, (_, _) => {}, }; match hands { (None | Some(Hands::One), Some(Hands::One)) => { next.control_r.position = Vec3::new(7.0, 8.0, 2.0); next.control_r.orientation = Quaternion::rotation_x(-0.3); next.hand_r.position = Vec3::new(0.0, -0.5, 0.0); next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0) }, (_, _) => {}, }; match hands { (None, None) | (None, Some(Hands::One)) => { next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0); next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5) }, (_, _) => {}, }; match hands { (None, None) | (Some(Hands::One), None) => { next.hand_r.position = Vec3::new(4.5, 8.0, 5.0); next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5) }, (_, _) => {}, } } else if mirror > 0.0 { next.hand_r.position = Vec3::new( s_a.hand.0 + movement1abs * -4.0, s_a.hand.1 + movement1 * 7.0, s_a.hand.2 + movement1 * 6.0, ); next.hand_r.orientation = Quaternion::rotation_x(movement1 * 1.2) * Quaternion::rotation_y(movement1 * 1.2); } else { next.hand_l.position = Vec3::new( -s_a.hand.0 + movement1abs * 4.0, s_a.hand.1 + movement1abs * 7.0, s_a.hand.2 + movement1abs * 6.0, ); next.hand_l.orientation = Quaternion::rotation_x(movement1abs * 1.2) * Quaternion::rotation_y(movement1 * 1.2); }; next.torso.position = Vec3::new(0.0, 0.0, 0.0); next.torso.orientation = Quaternion::rotation_z(0.0); if let (None, Some(Hands::Two)) = hands { next.second = next.main; } next } }