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chore: readme tasks update
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Sufhal committed Sep 21, 2024
1 parent f934ce2 commit 67aafe7
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4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -23,10 +23,10 @@ M2RS is an experimental projet which targets to entierly rewrite the game [Metin
- `Character`
- [x] allow characters to control it's own animation mixer (pc/npc basically have more than one "wait" animation, we must play them randomly)
- [ ] dynamic `Object3DInstance` loading using (main) character position
- [ ] create character controller
- [x] create character controller
- [ ] basic collisions (using 2d algorithms for performance reasons)
- `ThirdPersonCamera`
- [ ] third person camera
- [x] third person camera
- `BoneAttachement`
- [ ] allow `Object3D` to be attached to a skeleton bone (hairs, weapons)
- `Terrain`
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7 changes: 1 addition & 6 deletions src/modules/core/skinning.rs
Original file line number Diff line number Diff line change
Expand Up @@ -160,7 +160,6 @@ pub struct PlayState {
pub struct BlendState {
animation: usize,
elapsed_time: f64,
to_blend: Vec<PlayState>,
}
#[derive(Clone, Debug)]
pub enum MixerState {
Expand Down Expand Up @@ -220,7 +219,6 @@ impl AnimationMixer {
}
}
}
_ => ()
};
}
/// Add a motions group to the queue.
Expand Down Expand Up @@ -253,21 +251,18 @@ impl AnimationMixer {
}
);
},
MixerState::Play(state) => {
MixerState::Play(_) => {
self.state = MixerState::Blend(
BlendState {
animation: clip,
elapsed_time: 0.0,
to_blend: vec![state.clone()]
}
);
},
MixerState::Blend(state) => {
state.to_blend.push(PlayState { animation: state.animation, elapsed_time: state.elapsed_time });
state.animation = clip;
state.elapsed_time = 0.0;
}
_ => ()
};
}
if self.current_motion_group.is_none() || self.current_motion_group.as_ref().unwrap().name != motions_group.name {
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