Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Characters/Params/Animation/HumanoidAnimations.cs
T
Joonas Rikkonen 694cdfee7b v0.12.0.2
2021-02-10 17:08:21 +02:00

170 lines
7.8 KiB
C#

using Microsoft.Xna.Framework;
namespace Barotrauma
{
class HumanWalkParams : HumanGroundedParams
{
public static HumanWalkParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanWalkParams>(character, AnimationType.Walk);
public static HumanWalkParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanWalkParams>(character.SpeciesName, AnimationType.Walk, fileName);
}
public override void StoreSnapshot() => StoreSnapshot<HumanWalkParams>();
}
class HumanRunParams : HumanGroundedParams
{
public static HumanRunParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanRunParams>(character, AnimationType.Run);
public static HumanRunParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanRunParams>(character.SpeciesName, AnimationType.Run, fileName);
}
public override void StoreSnapshot() => StoreSnapshot<HumanRunParams>();
}
class HumanSwimFastParams: HumanSwimParams
{
public static HumanSwimFastParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimFastParams>(character, AnimationType.SwimFast);
public static HumanSwimFastParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanSwimFastParams>(character.SpeciesName, AnimationType.SwimFast, fileName);
}
public override void StoreSnapshot() => StoreSnapshot<HumanSwimFastParams>();
}
class HumanSwimSlowParams : HumanSwimParams
{
public static HumanSwimSlowParams GetDefaultAnimParams(Character character) => GetDefaultAnimParams<HumanSwimSlowParams>(character, AnimationType.SwimSlow);
public static HumanSwimSlowParams GetAnimParams(Character character, string fileName = null)
{
return GetAnimParams<HumanSwimSlowParams>(character.SpeciesName, AnimationType.SwimSlow, fileName);
}
public override void StoreSnapshot() => StoreSnapshot<HumanSwimSlowParams>();
}
abstract class HumanSwimParams : SwimParams, IHumanAnimation
{
[Serialize(0.5f, true), Editable(DecimalCount = 2)]
public float LegMoveAmount { get; set; }
[Serialize(5.0f, true), Editable]
public float LegCycleLength { get; set; }
[Serialize("0.5, 0.1", true), Editable(DecimalCount = 2)]
public Vector2 HandMoveAmount { get; set; }
[Serialize(0.5f, true), Editable(MinValueFloat = 0, MaxValueFloat = 10, DecimalCount = 2)]
public float HandMoveStrength { get; set; }
[Serialize(5.0f, true), Editable]
public float HandCycleSpeed { get; set; }
[Serialize("0.0, 0.0", true), Editable(DecimalCount = 2)]
public Vector2 HandMoveOffset { get; set; }
/// <summary>
/// In degrees.
/// </summary>
[Serialize(0.0f, true), Editable(-360f, 360f)]
public float FootAngle
{
get => MathHelper.ToDegrees(FootAngleInRadians);
set
{
FootAngleInRadians = MathHelper.ToRadians(value);
}
}
public float FootAngleInRadians { get; private set; }
[Serialize(25.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float FootRotateStrength { get; set; }
}
abstract class HumanGroundedParams : GroundedMovementParams, IHumanAnimation
{
[Serialize(0.3f, true, description: "How much force is used to force the character upright."), Editable(MinValueFloat = 0, MaxValueFloat = 1, DecimalCount = 2)]
public float GetUpForce { get; set; }
// -- TODO: use a separate clip for crawling -> replace these when implemented.
[Serialize(0.65f, true, description: "Height of the torso when crouching."), Editable(MinValueFloat = 0, MaxValueFloat = 5, DecimalCount = 2)]
public float CrouchingTorsoPos { get; set; }
[Serialize(0.65f, true, description: "Height of the head when crouching."), Editable(MinValueFloat = 0, MaxValueFloat = 5, DecimalCount = 2)]
public float CrouchingHeadPos { get; set; }
/// <summary>
/// In degrees
/// </summary>
[Serialize(-10f, true, description: "Angle of the torso when crouching."), Editable(MinValueFloat = -360, MaxValueFloat = 360)]
public float CrouchingTorsoAngle { get; set; }
/// <summary>
/// In degrees
/// </summary>
[Serialize(-10f, true, description: "Angle of the head when crouching."), Editable(MinValueFloat = -360, MaxValueFloat = 360)]
public float CrouchingHeadAngle { get; set; }
// --
[Serialize(0.25f, true, description: "How much the character's head leans forwards when moving."), Editable(DecimalCount = 2)]
public float HeadLeanAmount { get; set; }
[Serialize(0.25f, true, description: "How much the character's torso leans forwards when moving."), Editable(DecimalCount = 2)]
public float TorsoLeanAmount { get; set; }
[Serialize(15.0f, true, description: "How much force is used to move the feet to the correct position."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float FootMoveStrength { get; set; }
/// <summary>
/// In degrees.
/// </summary>
[Serialize(0.0f, true), Editable(-360f, 360f)]
public float FootAngle
{
get => MathHelper.ToDegrees(FootAngleInRadians);
set
{
FootAngleInRadians = MathHelper.ToRadians(value);
}
}
public float FootAngleInRadians { get; private set; }
[Serialize(20.0f, true, description: "How much torque is used to rotate the feet to the correct orientation."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float FootRotateStrength { get; set; }
[Serialize("0.0, 0.0", true, description: "Added to the calculated foot positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their feet one unit behind them."), Editable(DecimalCount = 2)]
public Vector2 FootMoveOffset { get; set; }
[Serialize("0.0, 0.0", true, description: "Added to the calculated foot positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their feet one unit behind them."), Editable(DecimalCount = 2)]
public Vector2 CrouchingFootMoveOffset { get; set; }
[Serialize(10.0f, true, description: "How much torque is used to bend the characters legs when taking a step."), Editable(MinValueFloat = 0, MaxValueFloat = 100)]
public float LegBendTorque { get; set; }
[Serialize("0.4, 0.15", true, description: "How much the hands move along each axis."), Editable(DecimalCount = 2)]
public Vector2 HandMoveAmount { get; set; }
[Serialize("-0.15, 0.0", true, description: "Added to the calculated hand positions, e.g. a value of {-1.0, 0.0f} would make the character \"drag\" their hands one unit behind them."), Editable(DecimalCount = 2)]
public Vector2 HandMoveOffset { get; set; }
[Serialize(0.7f, true, description: "How much force is used to move the hands."), Editable(MinValueFloat = 0, MaxValueFloat = 2, DecimalCount = 2)]
public float HandMoveStrength { get; set; }
[Serialize(-1.0f, true, description: "The position of the hands is clamped below this (relative to the position of the character's torso)."), Editable(DecimalCount = 2)]
public float HandClampY { get; set; }
}
public interface IHumanAnimation
{
float FootAngle { get; set; }
float FootAngleInRadians { get; }
float FootRotateStrength { get; set; }
}
}