From 035f9135d6f82e5c49a374b9b80faf19134d073b Mon Sep 17 00:00:00 2001 From: Sam Date: Sun, 4 Sep 2022 10:45:45 -0400 Subject: [PATCH] Animation for reaching combo --- .../common/abilities/sword/reaching_combo.ron | 38 +---------- voxygen/anim/src/character/combomelee.rs | 67 +++++++++++++++++++ 2 files changed, 69 insertions(+), 36 deletions(-) diff --git a/assets/common/abilities/sword/reaching_combo.ron b/assets/common/abilities/sword/reaching_combo.ron index df8a8c0907..80f431d26f 100644 --- a/assets/common/abilities/sword/reaching_combo.ron +++ b/assets/common/abilities/sword/reaching_combo.ron @@ -2,7 +2,7 @@ ComboMelee2( strikes: [ ( melee_constructor: ( - kind: Slash( + kind: Stab( damage: 10, poise: 0, knockback: 0, @@ -19,7 +19,7 @@ ComboMelee2( ), ( melee_constructor: ( - kind: Slash( + kind: Stab( damage: 14, poise: 0, knockback: 0, @@ -34,40 +34,6 @@ ComboMelee2( recover_duration: 0.3, ori_modifier: 0.6, ), - ( - melee_constructor: ( - kind: Slash( - damage: 9, - poise: 0, - knockback: 0, - energy_regen: 10, - ), - range: 3.0, - angle: 45.0, - ), - buildup_duration: 0.2, - swing_duration: 0.05, - hit_timing: 0.5, - recover_duration: 0.1, - ori_modifier: 0.6, - ), - ( - melee_constructor: ( - kind: Slash( - damage: 12, - poise: 0, - knockback: 0, - energy_regen: 10, - ), - range: 3.0, - angle: 45.0, - ), - buildup_duration: 0.2, - swing_duration: 0.05, - hit_timing: 0.5, - recover_duration: 0.4, - ori_modifier: 0.6, - ), ], is_stance: true, energy_cost_per_strike: 15, diff --git a/voxygen/anim/src/character/combomelee.rs b/voxygen/anim/src/character/combomelee.rs index 652178ff01..efc9ac5bd5 100644 --- a/voxygen/anim/src/character/combomelee.rs +++ b/voxygen/anim/src/character/combomelee.rs @@ -958,6 +958,73 @@ impl Animation for ComboAnimation { next.control.position += Vec3::new(move2 * 10.0, move2 * 2.0, 0.0); } }, + Some("common.abilities.sword.reaching_combo") => { + let (move1, move2, move3) = if strike == current_strike { + match stage_section { + Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), + Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), + } + } else { + (1.0, 1.0, 0.0) + }; + + if move2 > 0.0 { + next.main_weapon_trail = true; + } else { + next.main_weapon_trail = false; + } + + match strike { + 0 => { + next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); + next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) + * Quaternion::rotation_y(s_a.shl.4); + next.hand_r.position = Vec3::new( + -s_a.sc.0 + 6.0 + move1 * -12.0, + -4.0 + move1 * 3.0, + -2.0, + ); + next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); + next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); + next.control.orientation = Quaternion::rotation_x(s_a.sc.3); + + next.chest.orientation = Quaternion::rotation_z(move1 * -0.6); + next.head.orientation = Quaternion::rotation_z(move1 * 0.3); + next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4); + next.belt.orientation = Quaternion::rotation_z(move1 * 0.2); + next.control.orientation.rotate_x(move1 * -1.05); + next.control.orientation.rotate_z(move1 * 0.6); + next.control.position += Vec3::new(move1 * 12.0, move1 * -2.0, 0.0); + + next.chest.orientation.rotate_z(move2 * 0.6); + next.head.orientation.rotate_z(move2 * -0.2); + next.shorts.orientation.rotate_z(move2 * -0.4); + next.belt.orientation.rotate_z(move2 * -0.2); + next.control.orientation.rotate_z(move2 * -0.6); + next.control.position += + Vec3::new(move2 * -2.0, move2 * 12.0, move2 * 5.0); + }, + 1 => { + next.chest.orientation.rotate_z(move1 * 0.5); + next.head.orientation.rotate_z(move1 * -0.3); + next.shorts.orientation.rotate_z(move1 * -0.3); + next.belt.orientation.rotate_z(move1 * -0.1); + next.control.orientation.rotate_z(move1 * -0.5); + next.control.position += + Vec3::new(move1 * -7.0, move1 * -12.0, move1 * -4.0); + + next.chest.orientation.rotate_z(move2 * -1.0); + next.head.orientation.rotate_z(move2 * 0.4); + next.shorts.orientation.rotate_z(move2 * 0.6); + next.belt.orientation.rotate_z(move2 * 0.2); + next.control.orientation.rotate_z(move2 * 1.0); + next.control.position += Vec3::new(0.0, move2 * 11.0, move2 * 3.0); + }, + _ => {}, + } + }, _ => {}, } }