use super::{
super::{vek::*, Animation},
CrustaceanSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct StunnedAnimation;
impl Animation for StunnedAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = CrustaceanSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"crustacean_stunned\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_stunned")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (_movement1base, movement2, twitch) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.1), 0.0, anim_time),
Some(StageSection::Recover) => (1.0, anim_time.powf(4.0), 1.0),
_ => (0.0, 0.0, 0.0),
};
let pullback = (1.0 - movement2) * 0.1;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let twitch1 = mirror * (twitch * 5.0).cos() * pullback;
let twitch2 = mirror * (twitch * 5.0).sin() * pullback;
next.chest.scale = Vec3::one() * s_a.scaler;
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.arm_l.orientation = Quaternion::rotation_x(-twitch2 * 1.2);
next.arm_r.orientation = Quaternion::rotation_x(twitch2 * 1.2);
next.pincer_l1.orientation = Quaternion::rotation_z(0.17);
next.pincer_r1.orientation = Quaternion::rotation_z(-0.17);
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation =
Quaternion::rotation_z(s_a.leg_ori.0) * Quaternion::rotation_x(twitch1 * 0.8 + 0.4);
next.leg_fr.orientation =
Quaternion::rotation_z(-s_a.leg_ori.0) * Quaternion::rotation_x(-twitch1 * 0.8 - 0.4);
next.leg_cl.position = Vec3::new(-s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
next.leg_cr.position = Vec3::new(s_a.leg_c.0, s_a.leg_c.1, s_a.leg_c.2);
next.leg_cl.orientation =
Quaternion::rotation_z(s_a.leg_ori.1) * Quaternion::rotation_y(twitch2 * 0.4 + 0.4);
next.leg_cr.orientation =
Quaternion::rotation_z(-s_a.leg_ori.1) * Quaternion::rotation_y(-twitch2 * 0.4 - 0.4);
next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
next.leg_bl.orientation =
Quaternion::rotation_z(s_a.leg_ori.2) * Quaternion::rotation_y(twitch2 * 0.4 + 0.4);
next.leg_br.orientation =
Quaternion::rotation_z(-s_a.leg_ori.2) * Quaternion::rotation_y(-twitch2 * 0.4 - 0.4);
next
}
}