use super::{
super::{vek::*, Animation},
QuadrupedSmallSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ShockwaveAnimation;
impl Animation for ShockwaveAnimation {
type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
type Skeleton = QuadrupedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_small_shockwave\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_shockwave")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
anim_time: f32,
_rate: &mut f32,
_s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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 _movement1 = mirror * movement1base * pullback;
let _movement2 = mirror * movement2base * pullback;
let _movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.chest.position = Vec3::new(0.0, 0.0, -2.0 + movement2abs * 16.0);
next
}
}