use super::{
super::{vek::*, Animation},
quadruped_low_alpha, quadruped_low_beta, QuadrupedLowSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ComboAnimation;
impl Animation for ComboAnimation {
type Dependency<'a> = (Option<&'a str>, StageSection, usize, f32, f32);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_combo\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_combo")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, stage_section, current_strike, global_time, timer): 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, StageSection::Recover) {
anim_time.powi(4)
} else {
0.0
};
for strike in 0..=current_strike {
match ability_id {
Some("common.abilities.custom.hydra.multi_bite") => {
let (movement1base, movement2base, movement3) = match stage_section {
StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
StageSection::Action => (1.0, anim_time.powi(4), 0.0),
StageSection::Recover => (1.0, 1.0, anim_time),
_ => (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 twitch3 = (mirror * movement3 * 9.0).sin();
let movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
match strike {
2 => {
next.head_l_upper.orientation = Quaternion::rotation_z(twitch3 * -0.7);
next.head_l_lower.orientation =
Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * 0.2)
* Quaternion::rotation_y(
movement1abs * -0.4 + movement2abs * -0.2,
)
* Quaternion::rotation_x(
movement1abs * 0.35 + movement2abs * -0.9,
);
next.jaw_l.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5);
next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * -0.7);
next.head_c_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.35 + movement2abs * -0.9);
next.jaw_c.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5);
next.head_r_upper.orientation = Quaternion::rotation_z(twitch3 * -0.7);
next.head_r_lower.orientation =
Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * -0.2)
* Quaternion::rotation_y(
movement1abs * 0.4 + movement2abs * 0.2,
)
* Quaternion::rotation_x(
movement1abs * 0.35 + movement2abs * -0.9,
);
next.jaw_r.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5);
next.chest.orientation =
Quaternion::rotation_z(movement1 * -0.2 + movement2 * 0.6);
next.tail_front.orientation = Quaternion::rotation_x(0.25)
* Quaternion::rotation_z(movement1 * -1.0 + movement2 * 2.2);
next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
* Quaternion::rotation_z(movement1 * -0.6 + movement2 * 0.6);
},
0 | 1 => {
let dir = match strike {
0 => 1.0,
_ => -1.0,
};
next.head_l_upper.orientation = Quaternion::rotation_z(twitch3 * 0.2);
next.head_l_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
next.jaw_l.orientation =
Quaternion::rotation_x(movement1abs * -0.9 + movement2abs * 0.9);
next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * 0.2);
next.head_c_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5);
next.jaw_c.orientation =
Quaternion::rotation_x(movement1abs * -0.9 + movement2abs * 0.9);
next.head_r_upper.orientation = Quaternion::rotation_z(twitch3 * 0.2);
next.head_r_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2);
next.jaw_r.orientation =
Quaternion::rotation_x(movement1abs * -0.9 + movement2abs * 0.9);
next.chest.orientation = Quaternion::rotation_z(
movement1 * 0.2 * dir + movement2 * -0.3 * dir,
);
next.tail_front.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_z(movement1 * 0.4 + movement2 * 0.2);
next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
* Quaternion::rotation_z(movement1 * 0.4 + movement2 * 0.2);
},
_ => {},
}
},
Some(
"common.abilities.custom.icedrake.multi_bite"
| "common.abilities.custom.icedrake.icy_bite"
| "common.abilities.custom.driggle.bite",
) => {
let (movement1base, movement2base, movement3) = match stage_section {
StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
StageSection::Action => (1.0, anim_time.powi(4), 0.0),
StageSection::Recover => (1.0, 1.0, anim_time),
_ => (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 twitch3 = (mirror * movement3 * 9.0).sin();
let movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
match strike {
0 | 2 => {
next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * -0.7);
next.head_c_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.35 + movement2abs * -0.9)
* Quaternion::rotation_y(movement1 * 0.7 + movement2 * -1.0);
next.jaw_c.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5);
next.chest.orientation =
Quaternion::rotation_y(movement1 * -0.08 + movement2 * 0.15)
* Quaternion::rotation_z(movement1 * -0.2 + movement2 * 0.6);
next.tail_front.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2);
next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2);
},
1 => {
next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * 0.2);
next.head_c_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.15 + movement2abs * -0.6)
* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.15);
next.jaw_c.orientation =
Quaternion::rotation_x(movement1abs * -0.9 + movement2abs * 0.9);
next.chest.orientation =
Quaternion::rotation_y(movement1 * 0.08 + movement2 * -0.15)
* Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.3);
next.tail_front.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_z(movement1 * 0.4 + movement2 * 0.2);
next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
* Quaternion::rotation_z(movement1 * 0.4 + movement2 * 0.2);
},
_ => {},
}
},
Some(
"common.abilities.custom.asp.singlestrike"
| "common.abilities.custom.maneater.singlestrike"
| "common.abilities.custom.quadlowbasic.singlestrike",
) => {
quadruped_low_alpha(
&mut next,
s_a,
stage_section,
anim_time,
global_time,
timer,
);
},
Some(
"common.abilities.custom.basilisk.triplestrike"
| "common.abilities.custom.quadlowbasic.triplestrike"
| "common.abilities.custom.quadlowbreathe.triplestrike"
| "common.abilities.custom.quadlowtail.triplestrike"
| "common.abilities.custom.rocksnapper.triplestrike",
) => match strike {
0 | 2 => {
quadruped_low_alpha(
&mut next,
s_a,
stage_section,
anim_time,
global_time,
timer,
);
},
1 => {
quadruped_low_beta(
&mut next,
s_a,
stage_section,
anim_time,
global_time,
timer,
);
},
_ => {},
},
Some("common.abilities.custom.quadlowquick.quadstrike") => match strike {
0 | 2 | 3 => {
quadruped_low_alpha(
&mut next,
s_a,
stage_section,
anim_time,
global_time,
timer,
);
},
1 => {
quadruped_low_beta(
&mut next,
s_a,
stage_section,
anim_time,
global_time,
timer,
);
},
_ => {},
},
Some("common.abilities.custom.dwarves.snaretongue.tongue") => {
let (movement1base, movement2base, movement3) = match stage_section {
StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
StageSection::Action => (1.0, anim_time.powi(4), 0.0),
StageSection::Recover => (1.0, 1.0, anim_time),
_ => (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 twitch3 = (mirror * movement3 * 9.0).sin();
let movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.head_c_upper.orientation = Quaternion::rotation_z(twitch3 * -0.7);
next.head_c_lower.orientation =
Quaternion::rotation_x(movement1abs * 0.35 + movement2abs * -0.4)
* Quaternion::rotation_y(movement1 * 0.7 + movement2 * -0.7);
next.jaw_c.orientation =
Quaternion::rotation_x(movement2abs * -0.8 + movement3 * -0.6);
next.chest.orientation =
Quaternion::rotation_y(movement1 * -0.08 + movement2 * 0.15)
* Quaternion::rotation_z(movement1 * -0.2 + movement2 * 0.6);
next.tail_front.position = Vec3::new(
0.0,
s_a.tail_front.0 + (4.0 * s_a.tail_front.0 * movement2abs),
s_a.tail_front.1,
);
next.tail_rear.position =
Vec3::new(0.0, 3.0 * s_a.tail_rear.0 * movement2abs, s_a.tail_rear.1);
next.tail_front.orientation = Quaternion::rotation_x(movement3 * 0.15);
},
_ => {},
}
}
next
}
}