use super::{
super::{vek::*, Animation},
biped_large_beta_axe, biped_large_beta_hammer, biped_large_beta_sword, init_biped_large_beta,
BipedLargeSkeleton, SkeletonAttr,
};
use common::{
comp::item::tool::{AbilitySpec, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI;
pub struct BetaAnimation;
impl Animation for BetaAnimation {
type Dependency<'a> = (
Option<ToolKind>,
(Option<ToolKind>, Option<&'a AbilitySpec>),
Vec3<f32>,
f32,
Option<StageSection>,
f32,
Option<&'a str>,
);
type Skeleton = BipedLargeSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_large_beta\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
_second_tool,
velocity,
_global_time,
stage_section,
acc_vel,
ability_id,
): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(6)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
let speed = Vec2::<f32>::from(velocity).magnitude();
init_biped_large_beta(&mut next, s_a, speed, acc_vel, move1);
match active_tool_kind {
Some(ToolKind::Sword) => {
biped_large_beta_sword(&mut next, s_a, move1base, move1, move2);
},
Some(ToolKind::Hammer) => {
biped_large_beta_hammer(&mut next, s_a, move1, move2);
},
Some(ToolKind::Axe) => {
biped_large_beta_axe(&mut next, s_a, move1, move2);
},
Some(ToolKind::Natural) => match ability_id {
Some("common.abilities.custom.wendigomagic.singlestrike") => {
next.torso.position = Vec3::new(0.0, 0.0, move1 * -2.18);
next.upper_torso.orientation =
Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
next.lower_torso.orientation =
Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);
next.control_l.position =
Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
next.control_r.position =
Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);
next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(-0.15)
* Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
* Quaternion::rotation_y(0.15)
* Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
},
_ => {},
},
_ => {},
}
next
}
}