diff --git a/README.md b/README.md index 4783d1d8..610ef906 100644 --- a/README.md +++ b/README.md @@ -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` diff --git a/src/modules/core/skinning.rs b/src/modules/core/skinning.rs index 8920da61..5b961ea8 100644 --- a/src/modules/core/skinning.rs +++ b/src/modules/core/skinning.rs @@ -160,7 +160,6 @@ pub struct PlayState { pub struct BlendState { animation: usize, elapsed_time: f64, - to_blend: Vec, } #[derive(Clone, Debug)] pub enum MixerState { @@ -220,7 +219,6 @@ impl AnimationMixer { } } } - _ => () }; } /// Add a motions group to the queue. @@ -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 {