Animation for mobility combo

This commit is contained in:
Sam 2022-09-03 16:35:09 -04:00
parent 1621521232
commit 09de0ec483

View File

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