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Animation for mobility combo
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parent
1621521232
commit
09de0ec483
@ -106,17 +106,15 @@ impl Animation for ComboAnimation {
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}
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},
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Some("common.abilities.sword.offensive_combo") => {
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let (move1, move2, move3, move2alt) = if strike == current_strike {
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let (move1, move2, move3) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => {
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(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
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},
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0, 1.0)
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(1.0, 1.0, 0.0)
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};
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if move2 > 0.0 {
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@ -816,6 +814,100 @@ impl Animation for ComboAnimation {
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next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0);
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next.control.orientation.rotate_z(move2 * 0.4);
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},
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Some("common.abilities.sword.mobility_combo") => {
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let (move1, move2, move3) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0)
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};
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if move2 > 0.0 {
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next.main_weapon_trail = true;
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} else {
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next.main_weapon_trail = false;
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}
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match strike {
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0 => {
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let rotate_hack = if current_strike > 0 { move1 * 1.9 } else { 0.0 }
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+ if current_strike > 2 { move1 * 0.0 } else { 0.0 };
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-4.0 + move1 * 3.0,
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-2.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_z(move2 * -0.3 + rotate_hack);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.control.orientation.rotate_y(move1 * -0.3);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 7.0);
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next.chest.orientation.rotate_z(move2 * -1.0);
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next.head.orientation.rotate_z(move2 * 0.6);
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next.shorts.orientation.rotate_z(move2 * 0.7);
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next.belt.orientation.rotate_z(move2 * 0.3);
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next.control.orientation.rotate_x(move2 * -1.1);
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next.control.orientation.rotate_z(move2 * -0.3);
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next.control.position +=
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Vec3::new(move2 * 11.0, move2 * 3.0, move2 * -8.0);
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},
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1 => {
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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next.control.orientation.rotate_x(move1 * 0.1);
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next.control.orientation.rotate_z(move1 * -0.2);
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next.chest.orientation.rotate_z(move2 * 1.4);
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next.head.orientation.rotate_z(move2 * -0.8);
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next.shorts.orientation.rotate_z(move2 * -0.9);
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next.belt.orientation.rotate_z(move2 * -0.5);
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next.control.position += Vec3::new(move2 * -9.0, 0.0, 0.0);
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next.control.orientation.rotate_z(move2 * 0.7);
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},
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2 => {
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next.control.orientation.rotate_y(move1 * -3.7);
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next.control.orientation.rotate_z(move1 * 0.6);
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next.control.position += Vec3::new(0.0, move1 * -2.0, move1 * -4.0);
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next.chest.orientation.rotate_z(move2 * -1.3);
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next.head.orientation.rotate_z(move2 * 0.7);
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next.shorts.orientation.rotate_z(move2 * 0.9);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.control.orientation.rotate_z(move2 * -0.7);
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next.control.orientation.rotate_x(move2 * 0.3);
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next.control.position +=
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Vec3::new(move2 * 10.0, move2 * 2.0, move2 * 8.0);
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},
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3 => {
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next.control.orientation.rotate_x(move1 * -0.5);
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next.control.orientation.rotate_z(move1 * -1.3);
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next.control.orientation.rotate_x(move1 * 4.4);
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next.control.orientation.rotate_z(move1 * 1.3);
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next.control.position += Vec3::new(0.0, 0.0, move1 * -6.0);
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next.chest.orientation.rotate_z(move2 * 1.2);
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next.head.orientation.rotate_z(move2 * -0.7);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.belt.orientation.rotate_z(move2 * -0.3);
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next.control.position += Vec3::new(move2 * -9.0, 0.0, move2 * 4.0);
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},
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_ => {},
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}
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},
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_ => {},
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}
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}
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