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address comments
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17112926e7
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@ -2,7 +2,7 @@ ComboMelee(
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stage_data: [
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(
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stage: 1,
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base_damage: 100,
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base_damage: 300,
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damage_increase: 0,
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base_poise_damage: 0,
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poise_damage_increase: 0,
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BIN
assets/voxygen/voxel/npc/haniwa/male/HaniwaSoldier-7.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/npc/haniwa/male/HaniwaSoldier-7.vox
(Stored with Git LFS)
Binary file not shown.
@ -18,7 +18,7 @@ pub enum ToolKind {
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Sword,
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Axe,
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Hammer,
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HammerSimple,
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HammerSimple, //simple tools utilized by small/large biped variants, to simplify movesets
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SwordSimple,
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StaffSimple,
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BowSimple,
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@ -333,7 +333,7 @@ impl LoadoutBuilder {
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"common.items.npc_armor.biped_small.adlet.tail.adlet",
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)))
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.build(),
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Some(ToolKind::Spear) | Some(ToolKind::Staff) => LoadoutBuilder::new()
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Some(ToolKind::Spear) | Some(ToolKind::StaffSimple) => LoadoutBuilder::new()
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.active_item(active_item)
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.head(Some(Item::new_from_asset_expect(
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"common.items.npc_armor.biped_small.adlet.head.adlet_spear",
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@ -378,7 +378,7 @@ impl LoadoutBuilder {
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"common.items.npc_armor.biped_small.gnarling.tail.gnarling",
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)))
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.build(),
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Some(ToolKind::Staff) => LoadoutBuilder::new()
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Some(ToolKind::StaffSimple) => LoadoutBuilder::new()
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.active_item(active_item)
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.head(Some(Item::new_from_asset_expect(
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"common.items.npc_armor.biped_small.gnarling.head.gnarling",
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@ -47,9 +47,9 @@ impl Animation for RunAnimation {
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*rate = 1.0;
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let lab = 0.65 * s_a.tempo; //.65
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let speednorm = (speed / 12.0).powf(0.6); //.powf(0.4)
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let speednormlow = (speed / 12.0).powf(4.0); //.powf(0.4)
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let lab = 0.65 * s_a.tempo;
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let speednorm = (speed / 12.0).powf(0.6);
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let speednormlow = (speed / 12.0).powf(4.0);
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let footvertl = (acc_vel * lab as f32 + PI * -0.2).sin() * speednorm;
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let footvertr = (acc_vel * lab as f32 + PI * -1.2).sin() * speednorm;
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@ -91,17 +91,17 @@ impl Animation for RunAnimation {
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let shift4 = speedadjust - PI * 3.0 / 4.0 + speedadjust * PI / 2.0;
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//FL
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let foot1a = (acc_vel * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift1).sin(); //1.5
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let foot1b = (acc_vel * lab as f32 * speedmult + 1.1 + canceler * 0.05 + shift1).sin(); //1.9
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let foot1a = (acc_vel * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift1).sin();
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let foot1b = (acc_vel * lab as f32 * speedmult + 1.1 + canceler * 0.05 + shift1).sin();
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//FR
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let foot2a = (acc_vel * lab as f32 * speedmult + shift2).sin(); //1.2
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let foot2b = (acc_vel * lab as f32 * speedmult + 1.1 + shift2).sin(); //1.6
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let foot2a = (acc_vel * lab as f32 * speedmult + shift2).sin();
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let foot2b = (acc_vel * lab as f32 * speedmult + 1.1 + shift2).sin();
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//BL
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let foot3a = (acc_vel * lab as f32 * speedmult + shift3).sin(); //0.0
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let foot3b = (acc_vel * lab as f32 * speedmult + 0.3 + shift3).sin(); //0.4
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let foot3a = (acc_vel * lab as f32 * speedmult + shift3).sin();
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let foot3b = (acc_vel * lab as f32 * speedmult + 0.3 + shift3).sin();
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//BR
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let foot4a = (acc_vel * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift4).sin(); //0.3
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let foot4b = (acc_vel * lab as f32 * speedmult + 1.57 + canceler * 0.05 + shift4).sin(); //0.7
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let foot4a = (acc_vel * lab as f32 * speedmult + 0.0 + canceler * 0.05 + shift4).sin();
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let foot4b = (acc_vel * lab as f32 * speedmult + 1.57 + canceler * 0.05 + shift4).sin();
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//
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let slow = (acc_vel * lab as f32 * speedmult + PI).sin();
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@ -46,7 +46,6 @@ impl Animation for AlphaAnimation {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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//let fastacc = (acc_vel * 2.0).sin();
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let fast = (anim_time as f32 * 10.0).sin();
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let fastalt = (anim_time as f32 * 10.0 + PI / 2.0).sin();
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@ -46,7 +46,6 @@ impl Animation for DashAnimation {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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//let fastacc = (acc_vel * 2.0).sin();
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let fast = (anim_time as f32 * 10.0).sin();
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let fastalt = (anim_time as f32 * 10.0 + PI / 2.0).sin();
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@ -75,7 +75,6 @@ impl Animation for RunAnimation {
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} else {
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0.0
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} * 1.3;
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//println!("speednorm {} ",side);
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 18.0)
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@ -66,8 +66,6 @@ impl Animation for LeapAnimation {
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* Quaternion::rotation_y(0.0 + move2 * -0.1)
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* Quaternion::rotation_z(move1 * -0.4 + move2 * -0.2 + move3 * 0.6);
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//next.hand_l.position = Vec3::new(-12.0 + move3 * 10.0, 0.0, 0.0);
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next.foot_l.position = Vec3::new(
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-s_a.foot.0,
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s_a.foot.1 + move3 * 13.0,
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@ -25,8 +25,8 @@ impl Animation for RunAnimation {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let lab = 0.45 * s_a.tempo; //.65
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let speednorm = (speed / 7.0).powf(0.6); //.powf(0.4)
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let lab = 0.45 * s_a.tempo;
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let speednorm = (speed / 7.0).powf(0.6);
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let foothoril = (((1.0)
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/ (0.4 + (0.6) * ((acc_vel * 2.0 * lab as f32 + PI * 1.4).sin()).powi(2)))
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.sqrt())
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@ -24,14 +24,12 @@ impl Animation for RunAnimation {
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let mut next = (*skeleton).clone();
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let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
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*rate = 1.0;
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//let increasefreqtest = (((1.0/speed)*3.0).round()).min(5.0);
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let lab = 0.72; //0.72
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let lab = 0.72;
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let amplitude = (speed / 24.0).powf(0.6);
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let amplitude2 = (speed / 24.0).powf(0.6);
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let amplitude3 = (speed / 24.0).powf(0.6);
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let speedmult = s_a.tempo;
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let canceler = (speed / 24.0).powf(0.6);
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//println!("{} test", canceler);
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let short = (((1.0)
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/ (0.72
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