use super::{
super::{vek::*, Animation},
QuadrupedSmallSkeleton, 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,
f32,
f32,
);
type Skeleton = QuadrupedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_small_combo\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_combo")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(ability_id, stage_section, _ability_info, 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, Some(StageSection::Recover)) {
anim_time.powi(4)
} else {
0.0
};
for strike in 0..=current_strike {
match ability_id {
Some("common.abilities.custom.mossy_snail.headbutt") => {
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
Some(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 => {
next.head.orientation =
Quaternion::rotation_x(movement1abs * -0.7 + movement2abs * 2.0)
* Quaternion::rotation_y(movement1 * -0.6 + movement2 * 1.2);
next.chest.orientation =
Quaternion::rotation_y(movement1 * -0.08 + movement2 * 0.15)
* Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.6);
next.tail.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.0)
* Quaternion::rotation_z(movement1 * -0.4 + movement2 * -0.2);
},
_ => {},
}
},
_ => {},
}
}
next
}
}