use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::{states::utils::StageSection, util::Dir};
use core::f32::consts::PI;
pub struct ShootAnimation;
impl Animation for ShootAnimation {
type Dependency<'a> = (Option<StageSection>, f32, f32, Dir, Option<&'a str>);
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_shoot")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(stage_section, _global_time, _timer, look_dir, ability_id): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (move1base, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.4), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
if let Some("common.abilities.custom.ancienteffigy.blast") = ability_id {
next.upper_torso.scale = Vec3::one() * (1.0 - move1base);
}
let pullback = 1.0 - move3;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
next.head.orientation = Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(move1 * -0.5);
next.upper_torso.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_z(move1 * 0.5);
next.lower_torso.orientation =
Quaternion::rotation_z(move1 * -0.5) * Quaternion::rotation_x(0.0);
next.shoulder_l.orientation =
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(move1 * 0.7);
next.shoulder_r.orientation = Quaternion::rotation_x(move1 * (look_dir.z * 1.2 + PI / 2.0))
* Quaternion::rotation_y(move1 * 0.0);
next.hand_l.orientation =
Quaternion::rotation_z(move1 * -0.3) * Quaternion::rotation_x(move1 * 1.3);
next.hand_r.orientation = Quaternion::rotation_y(move1 * -0.3)
* Quaternion::rotation_z(move1 * -0.9 + move2 * -1.6);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next
}
}