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Animation for heavy fortitude. Tweaked animation for defensive bulwark.
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@ -23,8 +23,6 @@ impl Animation for SelfBuffAnimation {
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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@ -46,21 +44,55 @@ impl Animation for SelfBuffAnimation {
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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 =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -PI / 2.0);
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move2 * -0.5);
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next.foot_r.position += Vec3::new(move1 * 2.0, move1 * -3.0, 0.0);
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next.foot_r.orientation.rotate_z(move1 * -1.5);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.foot_r.position += Vec3::new(move1 * 1.0, move1 * -2.0, 0.0);
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next.foot_r.orientation.rotate_z(move1 * -0.9);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_x(move1 * 0.4);
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next.control.orientation.rotate_y(move1 * -0.8);
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next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
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next.hand_l.orientation.rotate_y(move1 * PI);
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next.hand_l.position += Vec3::new(0.0, 0.0, move1 * 7.0);
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next.control.orientation.rotate_z(move1 * 0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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next.hand_l.position += Vec3::new(0.0, 0.0, move2 * 20.0);
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next.control.position += Vec3::new(move2 * 8.0, 0.0, move2 * -1.0);
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next.control.orientation.rotate_x(move2 * -0.6);
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next.chest.position += Vec3::new(0.0, 0.0, move2 * -2.0);
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next.belt.position += Vec3::new(0.0, 0.0, move2 * 1.0);
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next.shorts.position += Vec3::new(0.0, 0.0, move2 * 1.0);
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next.shorts.orientation.rotate_x(move2 * 0.2);
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next.control.orientation.rotate_z(move2 * 0.4);
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},
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Some("common.abilities.sword.heavy_fortitude") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Movement) => (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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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 =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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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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next.foot_l.position += Vec3::new(move1 * 1.0, move1 * 2.0, 0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_x(move1 * 0.4 + move2 * 0.6);
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next.control.orientation.rotate_z(move1 * 0.4);
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next.foot_r.position += Vec3::new(move2 * -1.0, move2 * -2.0, 0.0);
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next.control.position += Vec3::new(move2 * 5.0, move2 * 7.0, move2 * 5.0);
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next.chest.position += Vec3::new(0.0, 0.0, move2 * -1.0);
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next.shorts.orientation.rotate_x(move2 * 0.2);
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next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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},
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_ => {},
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}
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