use super::{
super::{vek::*, Animation},
CrustaceanSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct RiposteMeleeAnimation;
impl Animation for RiposteMeleeAnimation {
type Dependency<'a> = (Option<&'a str>, StageSection);
type Skeleton = CrustaceanSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"crustacean_riposte_melee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_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();
let _slow = (anim_time * 2.0).sin();
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.chest.position = Vec3::new(0.0, 0.0, 0.0 - move1 * 3.0);
next.arm_r.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 1.6);
next.arm_r.position = Vec3::new(0.0 - move1 * 4.0, -4.0, 0.0);
next.pincer_r1.position = Vec3::new(0.0, -3.0 * move1 + 4.0 * move2, 4.0);
next.pincer_r1.orientation = Quaternion::rotation_x(move1 * -0.4 + move2 * 0.3);
next.arm_l.orientation = Quaternion::rotation_z(move1 * 0.5 - move2 * 0.5);
next.pincer_l1.orientation = Quaternion::rotation_x(move1 * -0.4 + move2 * 0.3);
next.pincer_l1.position = Vec3::new(0.0, -3.0 * move1 + 4.0 * move2, 4.0);
next.pincer_l0.orientation = Quaternion::rotation_x(move1 * 0.4 + move2 * -0.6);
next
}
}