use super::{
super::{vek::*, Animation},
SkeletonAttr, TheropodSkeleton,
};
use common::states::utils::StageSection;
pub struct ComboAnimation;
impl Animation for ComboAnimation {
type Dependency<'a> = (Option<&'a str>, StageSection, usize, f32, f32);
type Skeleton = TheropodSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"theropod_combo\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_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 {
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 strike {
0 => {
let (movement1base, movement2base) = match stage_section {
StageSection::Buildup => (anim_time.powi(2), 0.0),
StageSection::Action => (1.0, anim_time.powi(4)),
_ => (0.0, 0.0),
};
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let movement1 = mirror * movement1base * multi_strike_pullback;
let movement2 = mirror * movement2base * multi_strike_pullback;
let movement1abs = movement1base * multi_strike_pullback;
let movement2abs = movement2base * multi_strike_pullback;
next.head.orientation = Quaternion::rotation_x(movement1abs * 0.2)
* Quaternion::rotation_y(movement1 * 0.1 + movement2 * 0.2);
next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.3)
* Quaternion::rotation_y(movement1 * 0.1 + movement2 * 0.1);
next.jaw.orientation =
Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * 0.5);
next.chest_front.orientation = Quaternion::rotation_x(movement1abs * -0.2);
next.chest_back.orientation = Quaternion::rotation_x(movement1abs * 0.2);
next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.1);
next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.1);
next.foot_l.orientation = Quaternion::rotation_x(movement1abs * -0.3);
next.foot_r.orientation = Quaternion::rotation_x(movement1abs * -0.3);
next.tail_front.orientation =
Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3)
* Quaternion::rotation_z(movement1 * -0.1 + movement2 * -0.2);
next.tail_back.orientation =
Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3)
* Quaternion::rotation_z(movement1 * -0.1 + movement2 * -0.2);
},
1 | 2 => {
let (movement1base, movement2base) = match stage_section {
StageSection::Buildup => (anim_time.powi(2), 0.0),
StageSection::Action => (1.0, anim_time.powi(4)),
_ => (0.0, 0.0),
};
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let movement1 = mirror * movement1base * multi_strike_pullback;
let movement2 = mirror * movement2base * multi_strike_pullback;
let movement1abs = movement1base * multi_strike_pullback;
let movement2abs = movement2base * multi_strike_pullback;
next.head.orientation =
Quaternion::rotation_x(movement1abs * -0.4 + movement2abs * 1.2)
* Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1);
next.neck.orientation =
Quaternion::rotation_x(movement1abs * 0.4 + movement2abs * -1.2)
* Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1);
next.chest_front.orientation =
Quaternion::rotation_x(movement1abs * 0.6 + movement2abs * -1.5);
next.chest_back.orientation =
Quaternion::rotation_x(movement1abs * -0.6 + movement2abs * 1.5);
next.leg_l.orientation = Quaternion::rotation_x(movement1abs * -0.5);
next.leg_r.orientation = Quaternion::rotation_x(movement1abs * -0.5);
next.foot_l.orientation = Quaternion::rotation_x(movement1abs * 0.4);
next.foot_r.orientation = Quaternion::rotation_x(movement1abs * 0.4);
next.tail_front.orientation =
Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3);
next.tail_back.orientation =
Quaternion::rotation_x(0.1 + movement1abs * -0.1 + movement2abs * -0.3);
},
_ => {},
}
}
next
}
}