Animation for defensive combo

This commit is contained in:
Sam 2022-08-14 18:21:44 -04:00
parent 0dea91e57f
commit 19948ad6fd
4 changed files with 82 additions and 25 deletions

View File

@ -523,6 +523,65 @@ impl Animation for ComboAnimation {
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
Some("common.abilities.sword.defensive_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.powf(0.5), 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)
};
match strike {
0 => {
let s1_move1_hack = if current_strike == 1 { move1 } 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(s1_move1_hack * PI);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.8);
next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
next.chest.orientation.rotate_z(move2 * -1.9);
next.head.orientation.rotate_z(move2 * 1.3);
next.belt.orientation.rotate_z(move2 * 0.7);
next.shorts.orientation.rotate_z(move2 * 1.5);
next.control.orientation.rotate_y(move2 * -1.6);
next.control.orientation.rotate_z(move2 * -1.1);
next.control.position +=
Vec3::new(move2 * 12.0, move2 * 5.0, move2 * -1.0);
},
1 => {
next.belt.orientation.rotate_z(move1 * 0.2);
next.shorts.orientation.rotate_z(move1 * 0.3);
next.control.position += Vec3::new(0.0, move1 * -5.0, move1 * 1.0);
next.chest.orientation.rotate_z(move2 * 2.1);
next.head.orientation.rotate_z(move2 * -1.2);
next.belt.orientation.rotate_z(move2 * -1.0);
next.shorts.orientation.rotate_z(move2 * -1.8);
next.control.orientation.rotate_z(move2 * 0.9);
next.control.position +=
Vec3::new(move2 * -12.0, move2 * 2.0, move2 * -1.0);
},
_ => {},
}
},
_ => {},
}
}

View File

@ -38,7 +38,12 @@ impl Animation for DiveMeleeAnimation {
match ability_id {
Some("common.abilities.sword.cleaving_dive") => {
let (move1, move2, move3, move4) = match stage_section {
Some(StageSection::Movement) => (anim_time.min(1.0).powi(2), (1.0 - ground_dist).powi(2), 0.0, 0.0),
Some(StageSection::Movement) => (
anim_time.min(1.0).powi(2),
(1.0 - ground_dist).powi(2),
0.0,
0.0,
),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
@ -50,13 +55,8 @@ impl Animation for DiveMeleeAnimation {
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);
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);
next.torso.orientation.rotate_x(move1 * -0.8);
next.control.orientation.rotate_x(move1 * 1.5);

View File

@ -44,15 +44,16 @@ pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, beta::BetaAnimation, block::BlockAnimation,
chargeswing::ChargeswingAnimation, climb::ClimbAnimation, collect::CollectAnimation,
combomelee::ComboAnimation, consume::ConsumeAnimation, dance::DanceAnimation,
dash::DashAnimation, equip::EquipAnimation, finishermelee::FinisherMeleeAnimation,
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
jump::JumpAnimation, leapmelee::LeapAnimation, mount::MountAnimation, music::MusicAnimation,
repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation, divemelee::DiveMeleeAnimation,
dash::DashAnimation, divemelee::DiveMeleeAnimation, equip::EquipAnimation,
finishermelee::FinisherMeleeAnimation, glidewield::GlideWieldAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation, roll::RollAnimation,
run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation,
sneak::SneakAnimation, sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
swimwield::SwimWieldAnimation, talk::TalkAnimation, wallrun::WallrunAnimation,
wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp;

View File

@ -40,9 +40,9 @@ use common::{
mounting::Rider,
resources::{DeltaTime, Time},
states::{equipping, idle, utils::StageSection, wielding},
terrain::{TerrainChunk, TerrainGrid, Block},
terrain::{Block, TerrainChunk, TerrainGrid},
uid::UidAllocator,
vol::{RectRasterableVol, ReadVol},
vol::{ReadVol, RectRasterableVol},
};
use common_base::span;
use common_state::State;
@ -1191,9 +1191,7 @@ impl FigureMgr {
CharacterState::DiveMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Movement => {
stage_time
},
StageSection::Movement => stage_time,
StageSection::Action => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
@ -1202,9 +1200,8 @@ impl FigureMgr {
},
_ => 0.0,
};
let convert_vec3 = |vec3: anim::vek::Vec3<_>| {
Vec3::new(vec3.x, vec3.y, vec3.z)
};
let convert_vec3 =
|vec3: anim::vek::Vec3<_>| Vec3::new(vec3.x, vec3.y, vec3.z);
let ground_dist = terrain_grid
.ray(convert_vec3(pos.0), convert_vec3(pos.0 + vel.0))
.until(Block::is_solid)