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Initial implementation of new dash melee.
This commit is contained in:
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commit
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@ -3,7 +3,7 @@ use crate::{
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item::{armor::Protection, Item, ItemKind},
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Body, CharacterState, EnergySource, Gravity, LightEmitter, Projectile, StateUpdate,
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},
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states::*,
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states::{utils::StageSection, *},
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sys::character_behavior::JoinData,
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};
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use arraygen::Arraygen;
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@ -72,9 +72,19 @@ pub enum CharacterAbility {
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},
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DashMelee {
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energy_cost: u32,
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buildup_duration: Duration,
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recover_duration: Duration,
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base_damage: u32,
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max_damage: u32,
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base_knockback: f32,
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max_knockback: f32,
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range: f32,
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angle: f32,
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energy_drain: u32,
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forward_speed: f32,
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buildup_duration: Duration,
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charge_duration: Duration,
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infinite_charge: bool,
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swing_duration: Duration,
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recover_duration: Duration,
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},
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BasicBlock,
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Roll,
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@ -310,15 +320,36 @@ impl From<&CharacterAbility> for CharacterState {
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}),
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CharacterAbility::DashMelee {
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energy_cost: _,
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buildup_duration,
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recover_duration,
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base_damage,
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max_damage,
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base_knockback,
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max_knockback,
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range,
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angle,
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energy_drain,
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forward_speed,
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buildup_duration,
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charge_duration,
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infinite_charge,
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swing_duration,
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recover_duration,
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} => CharacterState::DashMelee(dash_melee::Data {
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initialize: true,
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exhausted: false,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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max_damage: *max_damage,
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base_knockback: *base_knockback,
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max_knockback: *max_knockback,
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range: *range,
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angle: *angle,
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energy_drain: *energy_drain,
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forward_speed: *forward_speed,
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buildup_duration: *buildup_duration,
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charge_duration: *charge_duration,
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charge_duration_attained: Duration::default(),
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infinite_charge: *infinite_charge,
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swing_duration: *swing_duration,
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recover_duration: *recover_duration,
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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}),
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CharacterAbility::BasicBlock => CharacterState::BasicBlock,
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CharacterAbility::Roll => CharacterState::Roll(roll::Data {
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@ -341,7 +372,7 @@ impl From<&CharacterAbility> for CharacterState {
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energy_increase: *energy_increase,
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combo_duration: *combo_duration,
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timer: Duration::default(),
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stage_section: wielding::StageSection::Buildup,
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stage_section: StageSection::Buildup,
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next_stage: false,
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}),
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CharacterAbility::LeapMelee {
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@ -121,9 +121,9 @@ impl Tool {
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stage_data: vec![
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combo_melee::Stage {
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stage: 1,
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base_damage: 30,
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max_damage: 50,
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damage_increase: 10,
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base_damage: (30.0 * self.base_power()) as u32,
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max_damage: (50.0 * self.base_power()) as u32,
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damage_increase: (10.0 * self.base_power()) as u32,
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knockback: 5.0,
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range: 3.5,
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angle: 45.0,
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@ -134,9 +134,9 @@ impl Tool {
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},
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combo_melee::Stage {
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stage: 2,
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base_damage: 50,
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max_damage: 80,
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damage_increase: 15,
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base_damage: (50.0 * self.base_power()) as u32,
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max_damage: (80.0 * self.base_power()) as u32,
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damage_increase: (15.0 * self.base_power()) as u32,
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knockback: 5.0,
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range: 3.5,
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angle: 45.0,
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@ -147,9 +147,9 @@ impl Tool {
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},
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combo_melee::Stage {
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stage: 3,
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base_damage: 70,
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max_damage: 110,
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damage_increase: 20,
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base_damage: (70.0 * self.base_power()) as u32,
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max_damage: (110.0 * self.base_power()) as u32,
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damage_increase: (20.0 * self.base_power()) as u32,
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knockback: 5.0,
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range: 3.5,
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angle: 45.0,
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@ -165,10 +165,20 @@ impl Tool {
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combo_duration: Duration::from_millis(10),
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},
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DashMelee {
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energy_cost: 700,
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buildup_duration: Duration::from_millis(500),
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recover_duration: Duration::from_millis(500),
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base_damage: (120.0 * self.base_power()) as u32,
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energy_cost: 100,
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base_damage: (60.0 * self.base_power()) as u32,
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max_damage: (180.0 * self.base_power()) as u32,
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base_knockback: 5.0,
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max_knockback: 10.0,
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range: 5.0,
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angle: 45.0,
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energy_drain: 100,
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forward_speed: 2.5,
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buildup_duration: Duration::from_millis(250),
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charge_duration: Duration::from_millis(2000),
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infinite_charge: true,
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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},
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],
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Axe(_) => vec![
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@ -254,23 +264,14 @@ impl Tool {
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max_projectile_speed: 500.0,
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},
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],
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Dagger(_) => vec![
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BasicMelee {
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Dagger(_) => vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(400),
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base_healthchange: (-50.0 * self.base_power()) as i32,
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knockback: 0.0,
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range: 3.5,
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max_angle: 20.0,
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},
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DashMelee {
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energy_cost: 700,
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buildup_duration: Duration::from_millis(500),
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recover_duration: Duration::from_millis(500),
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base_damage: (100.0 * self.base_power()) as u32,
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},
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],
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}],
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Staff(kind) => {
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if kind == "Sceptre" {
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vec![
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@ -1,6 +1,6 @@
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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::{utils::*, wielding::StageSection},
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states::utils::{StageSection, *},
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
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use serde::{Deserialize, Serialize};
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@ -109,7 +109,12 @@ impl CharacterBehavior for Data {
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&& self.timer < self.stage_data[stage_index].base_swing_duration
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{
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// Forward movement
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forward_move(data, &mut update, 0.1, self.stage_data[stage_index].forward_movement * 3.0);
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forward_move(
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data,
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&mut update,
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0.1,
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self.stage_data[stage_index].forward_movement,
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);
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// Swings
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update.character = CharacterState::ComboMelee(Data {
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@ -197,54 +202,7 @@ impl CharacterBehavior for Data {
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next_stage: self.next_stage,
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});
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}
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} /*else if self.stage_section == StageSection::Recover {
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update.character = CharacterState::ComboMelee(Data {
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stage: self.stage,
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num_stages: self.num_stages,
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combo: self.combo,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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timer: Duration::default(),
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stage_section: StageSection::Combo,
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next_stage: self.next_stage,
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});
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} else if self.stage_section == StageSection::Combo && self.timer < self.combo_duration {
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if data.inputs.primary.is_pressed() {
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update.character = CharacterState::ComboMelee(Data {
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stage: (self.stage % self.num_stages) + 1,
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num_stages: self.num_stages,
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combo: self.combo + 1,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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next_stage: self.next_stage,
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});
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} else {
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update.character = CharacterState::ComboMelee(Data {
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stage: self.stage,
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num_stages: self.num_stages,
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combo: self.combo,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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stage_section: self.stage_section,
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next_stage: self.next_stage,
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});
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}
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}*/ else if self.next_stage {
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} else if self.next_stage {
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// Transitions to buildup section of next stage
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update.character = CharacterState::ComboMelee(Data {
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stage: (self.stage % self.num_stages) + 1,
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@ -1,88 +1,242 @@
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use crate::{
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comp::{Attacking, CharacterState, StateUpdate},
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states::utils::*,
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::{StageSection, *},
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sys::character_behavior::*,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::Vec3;
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const DASH_SPEED: f32 = 19.0;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// How much damage the attack initially does
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pub base_damage: u32,
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/// How much damage the attack does at max charge distance
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pub max_damage: u32,
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/// How much the attack knocks the target back initially
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pub base_knockback: f32,
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/// How much knockback happens at max charge distance
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pub max_knockback: f32,
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/// Range of the attack
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pub range: f32,
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/// Angle of the attack
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pub angle: f32,
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/// Rate of energy drain
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pub energy_drain: u32,
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/// How quickly dasher moves forward
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pub forward_speed: f32,
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/// How long until state should deal damage
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pub buildup_duration: Duration,
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/// How long the state charges for until it reaches max damage
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pub charge_duration: Duration,
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/// How high timer got while in charge potion
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pub charge_duration_attained: Duration,
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/// Whether state keeps charging after reaching max charge duration
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pub infinite_charge: bool,
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/// How long the state swings for
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pub swing_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Base damage
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pub base_damage: u32,
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/// Whether the attack can deal more damage
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pub exhausted: bool,
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pub initialize: bool,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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if self.initialize {
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update.vel.0 = *data.inputs.look_dir * 20.0;
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if let Some(dir) = Vec3::from(data.inputs.look_dir.xy()).try_normalized() {
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update.ori.0 = dir.into();
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}
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}
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if self.buildup_duration != Duration::default() && data.physics.touch_entities.is_empty() {
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// Build up (this will move you forward)
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update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
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+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
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+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
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.try_normalized()
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.unwrap_or_default()
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* DASH_SPEED;
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.1);
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if self.stage_section == StageSection::Buildup && self.timer < self.buildup_duration {
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// Build up
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update.character = CharacterState::DashMelee(Data {
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration: self.recover_duration,
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base_damage: self.base_damage,
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exhausted: false,
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initialize: false,
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max_damage: self.max_damage,
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base_knockback: self.base_knockback,
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max_knockback: self.max_knockback,
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range: self.range,
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angle: self.angle,
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energy_drain: self.energy_drain,
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forward_speed: self.forward_speed,
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buildup_duration: self.buildup_duration,
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charge_duration: self.charge_duration,
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charge_duration_attained: self.charge_duration_attained,
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infinite_charge: self.infinite_charge,
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swing_duration: self.swing_duration,
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recover_duration: self.recover_duration,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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stage_section: self.stage_section,
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})
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} else if self.stage_section == StageSection::Buildup {
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// Transitions to charge section of stage
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update.character = CharacterState::DashMelee(Data {
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base_damage: self.base_damage,
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max_damage: self.max_damage,
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base_knockback: self.base_knockback,
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max_knockback: self.max_knockback,
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range: self.range,
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angle: self.angle,
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energy_drain: self.energy_drain,
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forward_speed: self.forward_speed,
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buildup_duration: self.buildup_duration,
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charge_duration: self.charge_duration,
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charge_duration_attained: self.charge_duration_attained,
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infinite_charge: self.infinite_charge,
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swing_duration: self.swing_duration,
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recover_duration: self.recover_duration,
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timer: Duration::default(),
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stage_section: StageSection::Charge,
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})
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} else if self.stage_section == StageSection::Charge /*&& data.physics.touch_entities.is_empty()*/ && ((self.timer < self.charge_duration && !self.infinite_charge) || (data.inputs.secondary.is_pressed() && self.infinite_charge)) && update.energy.current() > 0
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{
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// Forward movement
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forward_move(data, &mut update, 0.1, self.forward_speed);
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// Charges
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update.character = CharacterState::DashMelee(Data {
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base_damage: self.base_damage,
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max_damage: self.max_damage,
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base_knockback: self.base_knockback,
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max_knockback: self.max_knockback,
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range: self.range,
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angle: self.angle,
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energy_drain: self.energy_drain,
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forward_speed: self.forward_speed,
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buildup_duration: self.buildup_duration,
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charge_duration: self.charge_duration,
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charge_duration_attained: self.charge_duration_attained,
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infinite_charge: self.infinite_charge,
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swing_duration: self.swing_duration,
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recover_duration: self.recover_duration,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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stage_section: self.stage_section,
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});
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} else if !self.exhausted {
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// Consumes energy if there's enough left and charge has not stopped
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update.energy.change_by(
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-(self.energy_drain as f32 * data.dt.0) as i32,
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EnergySource::Ability,
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);
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} else if self.stage_section == StageSection::Charge {
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// Transitions to swing section of stage
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update.character = CharacterState::DashMelee(Data {
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base_damage: self.base_damage,
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max_damage: self.max_damage,
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base_knockback: self.base_knockback,
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max_knockback: self.max_knockback,
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range: self.range,
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angle: self.angle,
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energy_drain: self.energy_drain,
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forward_speed: self.forward_speed,
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buildup_duration: self.buildup_duration,
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charge_duration: self.charge_duration,
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charge_duration_attained: self.charge_duration_attained,
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infinite_charge: self.infinite_charge,
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swing_duration: self.swing_duration,
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recover_duration: self.recover_duration,
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timer: Duration::default(),
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stage_section: StageSection::Swing,
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})
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} else if self.stage_section == StageSection::Swing && self.timer < self.swing_duration {
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// Swings
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let charge_attained = if self.timer > self.charge_duration_attained {
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if self.timer > self.charge_duration_attained {
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self.charge_duration
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} else {
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self.timer
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}
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} else {
|
||||
self.charge_duration_attained
|
||||
};
|
||||
update.character = CharacterState::DashMelee(Data {
|
||||
base_damage: self.base_damage,
|
||||
max_damage: self.max_damage,
|
||||
base_knockback: self.base_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
range: self.range,
|
||||
angle: self.angle,
|
||||
energy_drain: self.energy_drain,
|
||||
forward_speed: self.forward_speed,
|
||||
buildup_duration: self.buildup_duration,
|
||||
charge_duration: self.charge_duration,
|
||||
charge_duration_attained: charge_attained,
|
||||
infinite_charge: self.infinite_charge,
|
||||
swing_duration: self.swing_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
})
|
||||
} else if self.stage_section == StageSection::Swing {
|
||||
// Hit attempt
|
||||
let charge_frac =
|
||||
(self.charge_duration_attained.as_secs_f32() / self.charge_duration.as_secs_f32()).min(1.0);
|
||||
let damage = (self.max_damage as f32 - self.base_damage as f32) * charge_frac
|
||||
+ self.base_damage as f32;
|
||||
let knockback =
|
||||
(self.max_knockback - self.base_knockback) * charge_frac + self.base_knockback;
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
base_healthchange: -(self.base_damage as i32),
|
||||
range: 3.5,
|
||||
max_angle: 45_f32.to_radians(),
|
||||
base_healthchange: -damage as i32,
|
||||
range: self.range,
|
||||
max_angle: self.angle.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: 0.0,
|
||||
knockback,
|
||||
});
|
||||
|
||||
// Transitions to recover section of stage
|
||||
update.character = CharacterState::DashMelee(Data {
|
||||
buildup_duration: Duration::default(),
|
||||
recover_duration: self.recover_duration,
|
||||
base_damage: self.base_damage,
|
||||
exhausted: true,
|
||||
initialize: false,
|
||||
});
|
||||
} else if self.recover_duration != Duration::default() {
|
||||
// Recovery
|
||||
handle_move(data, &mut update, 0.7);
|
||||
update.character = CharacterState::DashMelee(Data {
|
||||
max_damage: self.max_damage,
|
||||
base_knockback: self.base_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
range: self.range,
|
||||
angle: self.angle,
|
||||
energy_drain: self.energy_drain,
|
||||
forward_speed: self.forward_speed,
|
||||
buildup_duration: self.buildup_duration,
|
||||
recover_duration: self
|
||||
.recover_duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
charge_duration: self.charge_duration,
|
||||
charge_duration_attained: self.charge_duration_attained,
|
||||
infinite_charge: self.infinite_charge,
|
||||
swing_duration: self.swing_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Recover,
|
||||
})
|
||||
} else if self.stage_section == StageSection::Recover && self.timer < self.recover_duration
|
||||
{
|
||||
// Recover
|
||||
update.character = CharacterState::DashMelee(Data {
|
||||
base_damage: self.base_damage,
|
||||
exhausted: true,
|
||||
initialize: false,
|
||||
});
|
||||
max_damage: self.max_damage,
|
||||
base_knockback: self.base_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
range: self.range,
|
||||
angle: self.angle,
|
||||
energy_drain: self.energy_drain,
|
||||
forward_speed: self.forward_speed,
|
||||
buildup_duration: self.buildup_duration,
|
||||
charge_duration: self.charge_duration,
|
||||
charge_duration_attained: self.charge_duration_attained,
|
||||
infinite_charge: self.infinite_charge,
|
||||
swing_duration: self.swing_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
})
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
|
@ -8,6 +8,7 @@ use crate::{
|
||||
sys::{character_behavior::JoinData, phys::GRAVITY},
|
||||
util::Dir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use vek::*;
|
||||
|
||||
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
|
||||
@ -97,10 +98,12 @@ pub fn forward_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32,
|
||||
BASE_HUMANOID_AIR_ACCEL
|
||||
};
|
||||
|
||||
update.vel.0 =
|
||||
update.vel.0 + Vec2::broadcast(data.dt.0) * data.inputs.move_dir * accel * efficiency + (*update.ori.0).xy() * forward;
|
||||
update.vel.0 = update.vel.0
|
||||
+ Vec2::broadcast(data.dt.0)
|
||||
* accel
|
||||
* (data.inputs.move_dir * efficiency + (*update.ori.0).xy() * forward);
|
||||
|
||||
handle_orientation(data, update, data.body.base_ori_rate());
|
||||
handle_orientation(data, update, data.body.base_ori_rate() * efficiency);
|
||||
}
|
||||
|
||||
pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
|
||||
@ -344,3 +347,14 @@ pub fn unwrap_tool_data<'a>(data: &'a JoinData) -> Option<&'a Tool> {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
/// Determines what portion a state is in. Used in all attacks (eventually). Is
|
||||
/// used to control aspects of animation code, as well as logic within the
|
||||
/// character states.
|
||||
#[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)]
|
||||
pub enum StageSection {
|
||||
Buildup,
|
||||
Swing,
|
||||
Recover,
|
||||
Charge,
|
||||
}
|
||||
|
@ -3,7 +3,6 @@ use crate::{
|
||||
comp::{CharacterState, StateUpdate},
|
||||
sys::character_behavior::{CharacterBehavior, JoinData},
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
pub struct Data;
|
||||
|
||||
@ -58,14 +57,3 @@ impl CharacterBehavior for Data {
|
||||
update
|
||||
}
|
||||
}
|
||||
|
||||
/// Determines what portion a state is in. Used in all attacks (eventually). Is
|
||||
/// used to control aspects of animation code, as well as logic within the
|
||||
/// character states.
|
||||
#[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)]
|
||||
pub enum StageSection {
|
||||
Buildup,
|
||||
Swing,
|
||||
Recover,
|
||||
Combo,
|
||||
}
|
||||
|
@ -4,7 +4,7 @@ use super::{
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::wielding::StageSection,
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
@ -119,7 +119,7 @@ impl Animation for AlphaAnimation {
|
||||
// next.torso.orientation = Quaternion::rotation_z(test2
|
||||
// * 7.2);
|
||||
},
|
||||
StageSection::Recover | StageSection::Combo => {
|
||||
StageSection::Recover => {
|
||||
//println!("{:.3} recover", anim_time);
|
||||
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0)
|
||||
@ -131,6 +131,7 @@ impl Animation for AlphaAnimation {
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4,7 +4,7 @@ use super::{
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::wielding::StageSection,
|
||||
states::utils::StageSection,
|
||||
};
|
||||
|
||||
pub struct BetaAnimation;
|
||||
@ -98,7 +98,7 @@ impl Animation for BetaAnimation {
|
||||
next.head.orientation = Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(-1.2 + test * -0.5);
|
||||
},
|
||||
StageSection::Recover | StageSection::Combo => {
|
||||
StageSection::Recover => {
|
||||
next.control.position = Vec3::new(10.0 + movement * -5.0, 8.0, 6.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(2.0)
|
||||
@ -108,6 +108,7 @@ impl Animation for BetaAnimation {
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-1.5);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4,7 +4,7 @@ use super::{
|
||||
};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::wielding::StageSection,
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
@ -104,7 +104,7 @@ impl Animation for SpinAnimation {
|
||||
next.shorts.orientation = Quaternion::rotation_z(test2 * 1.5);
|
||||
next.torso.orientation = Quaternion::rotation_z(test2 * 7.2);
|
||||
},
|
||||
StageSection::Recover | StageSection::Combo => {
|
||||
StageSection::Recover => {
|
||||
//println!("{:.3} recover", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
-8.0,
|
||||
@ -119,6 +119,7 @@ impl Animation for SpinAnimation {
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * -0.1);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -30,7 +30,7 @@ use common::{
|
||||
},
|
||||
span,
|
||||
state::{DeltaTime, State},
|
||||
states::wielding::StageSection,
|
||||
states::utils::StageSection,
|
||||
terrain::TerrainChunk,
|
||||
vol::RectRasterableVol,
|
||||
};
|
||||
@ -946,7 +946,7 @@ impl FigureMgr {
|
||||
.base_recover_duration
|
||||
.as_secs_f64()
|
||||
},
|
||||
StageSection::Combo => stage_time / s.combo_duration.as_secs_f64(),
|
||||
_ => 0.0,
|
||||
};
|
||||
match s.stage {
|
||||
1 => anim::character::AlphaAnimation::update_skeleton(
|
||||
|
Loading…
Reference in New Issue
Block a user