use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::states::utils::{AbilityInfo, StageSection};
pub struct ComboAnimation;
impl Animation for ComboAnimation {
type Dependency<'a> = (
Option<&'a str>,
Option<StageSection>,
Option<AbilityInfo>,
usize,
Vec2<f32>,
);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_combo\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_combo")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, stage_section, _ability_info, current_strike, _move_dir): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let multi_strike_pullback = 1.0
- if matches!(stage_section, Some(StageSection::Recover)) {
anim_time.powi(4)
} else {
0.0
};
for strike in 0..=current_strike {
let (move1, move2) = if strike == current_strike {
match stage_section {
Some(StageSection::Buildup) => {
(((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0)
},
Some(StageSection::Action) => (1.0, (anim_time.min(0.4) * 2.5).powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
}
} else {
(1.0, 1.0)
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
match ability_id {
Some("common.abilities.custom.claygolem.dashstrike") => match strike {
0..=2 => {
next.head.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
next.hand_l.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
next.hand_r.orientation = Quaternion::rotation_y(move1 * 0.5)
* Quaternion::rotation_x(move1 * 0.4);
next.torso.position = Vec3::new(0.0, move1 * 3.7, -8.0 + move2 * 8.0);
},
_ => {},
},
_ => match strike {
0..=2 => {
next.head.orientation = Quaternion::rotation_x(-0.2)
* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.6)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -3.2);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -1.2 + move2 * 3.2)
* Quaternion::rotation_x(move1 * 0.6);
next.shoulder_l.orientation = Quaternion::rotation_y(move1 * 0.8)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.6);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 0.4);
next.hand_l.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(move1 * -1.0 + move2 * 1.8);
next.hand_r.orientation = Quaternion::rotation_y(move1 * 0.5)
* Quaternion::rotation_x(move1 * 0.4);
next.torso.position = Vec3::new(0.0, move1 * 3.7, move1 * -1.6);
},
_ => {},
},
}
}
next
}
}