use super::{
super::{vek::*, Animation},
CrustaceanSkeleton, SkeletonAttr,
};
use common::{states::utils::StageSection, util::Dir};
pub struct SummonAnimation;
type SummonAnimationDependency = (f32, Option<StageSection>, f32, Dir, bool);
impl Animation for SummonAnimation {
type Dependency<'a> = SummonAnimationDependency;
type Skeleton = CrustaceanSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"crustacean_summon\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "crustacean_summon")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(global_time, stage_section, timer, _look_dir, _on_ground): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1base, movement2base, movement3, twitch) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.min(1.0).powi(2), 1.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
let movement1abs = movement1base * pullback;
let _movement2abs = movement2base * pullback;
let _wave_slow_cos = (anim_time * 4.5).cos();
next.chest.position = Vec3::new(0.0, 6.0, -4.0);
next.chest.orientation = Quaternion::rotation_x(twitch2 * 0.1)
* Quaternion::rotation_y(twitch2 * -0.1)
* Quaternion::rotation_y(twitch2 * 0.1);
next.arm_r.orientation = Quaternion::rotation_z(movement1abs * -0.3);
next.arm_l.orientation = Quaternion::rotation_z(movement1abs * 0.3);
next
}
}