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smooth.go
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smooth.go
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package animation
import (
"image/color"
"time"
"github.com/cooldogedev/spectrum/internal"
"github.com/go-gl/mathgl/mgl32"
"github.com/sandertv/gophertunnel/minecraft"
"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
)
type Smooth struct {
CameraAnimation
Colour color.RGBA
Timing protocol.CameraFadeTimeData
Position mgl32.Vec3
Yaw float32
}
func (animation *Smooth) Play(conn *minecraft.Conn, _ minecraft.GameData) {
animation.Sync(conn)
_ = conn.WritePacket(&packet.CameraInstruction{
Set: protocol.Option(protocol.CameraInstructionSet{
Preset: 0,
Ease: protocol.Option(protocol.CameraEase{
Duration: 0.3,
Type: protocol.EasingTypeLinear,
}),
Position: protocol.Option(animation.Position),
Rotation: protocol.Option(mgl32.Vec2{90, animation.Yaw}),
}),
})
time.Sleep(time.Millisecond * 350)
_ = conn.WritePacket(&packet.CameraInstruction{
Set: protocol.Option(protocol.CameraInstructionSet{
Preset: 0,
Ease: protocol.Option(protocol.CameraEase{
Duration: 2.5,
Type: protocol.EasingTypeOutExpo,
}),
Position: protocol.Option(animation.Position.Add(mgl32.Vec3{0, 100, 0})),
Rotation: protocol.Option(mgl32.Vec2{90, animation.Yaw}),
}),
})
time.Sleep(time.Second * 3)
}
func (animation *Smooth) Clear(conn *minecraft.Conn, serverGameData minecraft.GameData) {
go func() {
timing := animation.Timing
_ = conn.WritePacket(&packet.CameraInstruction{
Set: protocol.Option(protocol.CameraInstructionSet{
Preset: 0,
Ease: protocol.Option(protocol.CameraEase{
Duration: 0.0,
Type: protocol.EasingTypeLinear,
}),
Position: protocol.Option(serverGameData.PlayerPosition.Add(mgl32.Vec3{0, 100, 0})),
Rotation: protocol.Option(mgl32.Vec2{90, serverGameData.Yaw}),
}),
Fade: protocol.Option(protocol.CameraInstructionFade{
TimeData: protocol.Option(timing),
Colour: protocol.Option(animation.Colour),
}),
})
time.Sleep(time.Second * time.Duration(timing.FadeInDuration+timing.WaitDuration+timing.FadeOutDuration))
_ = conn.WritePacket(&packet.CameraInstruction{
Set: protocol.Option(protocol.CameraInstructionSet{
Preset: 0,
Ease: protocol.Option(protocol.CameraEase{
Duration: 2.75,
Type: protocol.EasingTypeInExpo,
}),
Position: protocol.Option(serverGameData.PlayerPosition.Add(mgl32.Vec3{0, 1, 0})),
Rotation: protocol.Option(mgl32.Vec2{90, serverGameData.Yaw}),
}),
})
time.Sleep(time.Second * 3)
_ = conn.WritePacket(&packet.CameraInstruction{
Set: protocol.Option(protocol.CameraInstructionSet{
Preset: 0,
Ease: protocol.Option(protocol.CameraEase{
Duration: 0.3,
Type: protocol.EasingTypeInOutExpo,
}),
Position: protocol.Option(serverGameData.PlayerPosition.Add(internal.GetDirectionVec3(float64(serverGameData.Yaw)))),
Rotation: protocol.Option(mgl32.Vec2{serverGameData.Pitch, serverGameData.Yaw}),
}),
})
time.Sleep(time.Millisecond * 400)
_ = conn.WritePacket(&packet.CameraInstruction{
Clear: protocol.Option(true),
})
}()
}