use super::{
super::{vek::*, Animation},
ObjectSkeleton, SkeletonAttr,
};
use common::{
comp::{item::ToolKind, object::Body},
states::utils::StageSection,
};
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<ToolKind>,
Option<ToolKind>,
Option<StageSection>,
Body,
);
impl Animation for ShootAnimation {
type Dependency<'a> = ShootAnimationDependency;
type Skeleton = ObjectSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"object_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "object_shoot")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_active_tool_kind, _second_tool_kind, stage_section, body): Self::Dependency<'_>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
#[allow(clippy::single_match)]
match body {
Body::Crossbow => {
next.bone0.position = Vec3::new(s_a.bone0.0, s_a.bone0.1, s_a.bone0.2);
next.bone0.orientation =
Quaternion::rotation_x(movement1 * 0.05 + movement2 * 0.1) * (1.0 - movement3);
next.bone1.position = Vec3::new(s_a.bone1.0, s_a.bone1.1, s_a.bone1.2);
next.bone1.orientation = Quaternion::rotation_z(0.0);
},
_ => {},
}
next
}
}