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ranged
This commit is contained in:
parent
edff3a75c3
commit
20efc692fd
@ -239,16 +239,27 @@ impl Tool {
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vertical_leap_strength: 8.0,
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},
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],
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Hammer => vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(600),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_damage: (120.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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max_angle: 20.0,
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Hammer(_) => vec![
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ComboMelee {
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stage_data: vec![combo_melee::Stage {
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stage: 1,
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base_damage: (80.0 * self.base_power()) as u32,
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max_damage: (120.0 * self.base_power()) as u32,
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damage_increase: (10.0 * self.base_power()) as u32,
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knockback: 8.0,
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range: 3.5,
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angle: 50.0,
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base_buildup_duration: Duration::from_millis(400),
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base_swing_duration: Duration::from_millis(100),
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base_recover_duration: Duration::from_millis(200),
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forward_movement: 0.5,
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}],
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initial_energy_gain: 0,
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max_energy_gain: 100,
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energy_increase: 20,
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speed_increase: 0.05,
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max_speed_increase: 1.8,
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is_interruptible: true,
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},
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ChargedMelee {
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energy_cost: 1,
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@ -468,7 +479,7 @@ impl Tool {
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}),
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projectile_gravity: Some(Gravity(0.5)),
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projectile_speed: 40.0,
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can_continue: false,
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can_continue: true,
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},
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],
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Staff => vec![
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@ -516,7 +527,7 @@ impl Tool {
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}),
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projectile_gravity: Some(Gravity(0.3)),
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projectile_speed: 60.0,
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can_continue: false,
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can_continue: true,
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},
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BasicBeam {
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buildup_duration: Duration::from_millis(250),
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@ -37,7 +37,8 @@ pub struct Data {
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pub stage_section: StageSection,
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/// Whether the attack fired already
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pub exhausted: bool,
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/// If in buildup, whether the attack has continued form previous attack; if in recover, whether the attack will continue to a new attack
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/// If in buildup, whether the attack has continued form previous attack; if
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/// in recover, whether the attack will continue to a new attack
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pub continue_next: bool,
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}
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@ -150,37 +150,34 @@ impl Animation for AlphaAnimation {
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);
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},
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Some(ToolKind::Hammer(_)) => {
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next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.hand_r.position = Vec3::new(3.0, 0.0, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation =
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Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
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next.head.orientation = Quaternion::rotation_z(slower * 0.03)
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* Quaternion::rotation_x(slowersmooth * 0.1)
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* Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06)
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* Quaternion::rotation_z((slowersmooth * -0.4).max(0.0));
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next.control.position = Vec3::new(s_a.hc.0 + movement1 * -13.0, s_a.hc.1, s_a.hc.2);
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next.control.orientation =
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Quaternion::rotation_x(s_a.hc.3 + movement1 * 1.5 + movement2 * -2.8)
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* Quaternion::rotation_y(s_a.hc.4 + movement1 * 1.57)
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* Quaternion::rotation_z(s_a.hc.5 + movement1 * -0.5);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.orientation =
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Quaternion::rotation_z(slower * 0.18 + slowersmooth * 0.15)
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* Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15)
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* Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
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next.belt.orientation =
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Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075)
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* Quaternion::rotation_x(0.0 + slower * -0.1)
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* Quaternion::rotation_y(slower * -0.1);
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next.shorts.orientation =
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Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075)
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* Quaternion::rotation_x(0.0 + slower * -0.1)
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* Quaternion::rotation_y(slower * -0.1);
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next.lantern.orientation = Quaternion::rotation_x(slower * -0.7 + 0.4)
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* Quaternion::rotation_y(slower * 0.4);
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next.chest.orientation = Quaternion::rotation_x(movement1 * 0.8 + movement2 * -1.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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if velocity > 0.5 {
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next.foot_l.position = Vec3::new(-s_a.foot.0, foot * -6.0, s_a.foot.2);
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@ -201,11 +198,6 @@ impl Animation for AlphaAnimation {
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next.foot_r.orientation = Quaternion::rotation_x(slower * 0.1)
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* Quaternion::rotation_z((slower * 0.5).max(0.0));
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}
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next.control.position = Vec3::new(-8.0, 7.0, 1.0);
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next.control.orientation = Quaternion::rotation_x(-1.5 + slower * 1.5)
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* Quaternion::rotation_y(slowersmooth * 0.35 - 0.3)
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* Quaternion::rotation_z(1.4 + slowersmooth * 0.2);
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},
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Some(ToolKind::Debug) => {
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next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
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@ -260,13 +260,13 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(_, _) => (-7.0, 7.0, 2.0, -0.1, 0.0, 0.0),
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},
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hhl: match (body.species, body.body_type) {
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(_, _) => (-0.5, -1.0, 10.0, 1.57, 0.0, 0.0),
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(_, _) => (-0.5, -1.0, 10.0, 4.71, 0.0, 0.0),
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},
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hhr: match (body.species, body.body_type) {
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(_, _) => (0.0, 0.0, 0.0, 1.57, 0.0, 0.0),
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(_, _) => (0.0, 0.0, 0.0, 4.71, 0.0, 0.0),
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},
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hc: match (body.species, body.body_type) {
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(_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 0.5),
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(_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 3.64),
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},
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sthl: match (body.species, body.body_type) {
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(_, _) => (0.0, 0.0, 1.0, 1.27, 0.0, 0.0),
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@ -3,6 +3,7 @@ use super::{
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CharacterSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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pub struct ShootAnimation;
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@ -56,7 +57,15 @@ impl Animation for ShootAnimation {
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let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
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match active_tool_kind {
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0),
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};
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let xmove = (movement1 as f32 * 6.0 * lab as f32 + PI).sin();
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let ymove = (movement1 as f32 * 6.0 * lab as f32 + PI * (0.5)).sin();
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
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@ -67,14 +76,43 @@ impl Animation for ShootAnimation {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(0.0);
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next.control.position =
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Vec3::new(s_a.stc.0, s_a.stc.1 + exp * 5.0, s_a.stc.2 - exp * 5.0);
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next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + exp * 0.4)
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* Quaternion::rotation_y(s_a.stc.4)
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* Quaternion::rotation_z(s_a.stc.5 + exp * 1.5);
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next.control.position = Vec3::new(
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s_a.stc.0 + (xmove * 3.0 + movement1 * -4.0) * (1.0 - movement3),
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s_a.stc.1 + (2.0 + ymove * 3.0 + movement2 * 3.0) * (1.0 - movement3),
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s_a.stc.2,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.stc.3 + (movement2 * 0.6) * (1.0 - movement3))
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* Quaternion::rotation_y(s_a.stc.4 + (movement1 * 0.5 + movement2 * -0.5))
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* Quaternion::rotation_z(
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s_a.stc.5
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- (0.2 + movement1 * -0.5 + movement2 * 0.8) * (1.0 - movement3),
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);
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next.chest.orientation =
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Quaternion::rotation_z((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3));
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(
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(movement1 * -0.2 + movement2 * -0.4) * (1.0 - movement3),
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);
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if speed < 0.5 {
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next.belt.orientation =
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Quaternion::rotation_x(0.07) * Quaternion::rotation_z(0.0);
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next.shorts.orientation =
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Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
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next.foot_r.orientation =
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Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
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} else {
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};
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},
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Some(ToolKind::Bow(_)) => {
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let (movement1, movement2, movement3) = match stage_section {
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let (movement1, movement2, _movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
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@ -83,33 +121,44 @@ impl Animation for ShootAnimation {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(
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s_a.bhl.0 + movement2 * -5.0,
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s_a.bhl.1 + movement2 * -10.0,
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s_a.bhl.2 + movement2 * -7.0,
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s_a.bhl.0 + movement2 * -2.0,
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s_a.bhl.1 + movement2 * -6.0,
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s_a.bhl.2 + movement2 * -3.0,
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);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3 + movement2 * 0.5);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
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next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
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next.hold.position = Vec3::new(0.0, -1.0, -5.2 + movement2 * 5.0);
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next.hold.position = Vec3::new(0.0, -1.0 + movement2 * 2.0, -5.2 + movement2 * 7.0);
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next.hold.orientation = Quaternion::rotation_x(-1.57);
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next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2);
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next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(s_a.bc.4 - 1.25)
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* Quaternion::rotation_z(s_a.bc.5 - 0.1);
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next.control.orientation =
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Quaternion::rotation_x(0.0 + (movement2 as f32 * 0.1).sin())
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* Quaternion::rotation_y(s_a.bc.4 - 1.25)
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* Quaternion::rotation_z(s_a.bc.5 - 0.2 + (movement2 as f32 * -0.2).sin());
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next.chest.orientation = Quaternion::rotation_z(0.8);
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next.head.position = Vec3::new(0.0 + movement1 * -2.0, s_a.head.0, s_a.head.1);
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next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(movement1 * -0.8);
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next.head.orientation =
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Quaternion::rotation_z(-0.5 + (movement2 as f32 * 0.2).sin());
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if speed < 0.5 {
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + 5.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(0.5);
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next.chest.orientation =
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Quaternion::rotation_z(0.8 + (movement2 as f32 * 0.1).sin());
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 - 3.0, s_a.foot.2);
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next.belt.orientation = Quaternion::rotation_x(0.07)
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* Quaternion::rotation_z((movement2 as f32 * -0.1).sin());
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next.shorts.orientation = Quaternion::rotation_x(0.08)
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* Quaternion::rotation_z((movement2 as f32 * -0.15).sin());
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
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next.foot_r.orientation =
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Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.3);
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Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
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} else {
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};
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},
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@ -825,6 +825,36 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::ChargedRanged(s) => {
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let stage_time = s.timer.as_secs_f64();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f64()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f64()
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},
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_ => 0.0,
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};
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anim::character::ShootAnimation::update_skeleton(
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&target_base,
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(
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active_tool_kind,
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second_tool_kind,
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vel.0.magnitude(),
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ori,
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state.last_ori,
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time,
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Some(s.stage_section),
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::BasicRanged(s) => {
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let stage_time = s.timer.as_secs_f64();
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