adjustments to chargedmelee, repeater

This commit is contained in:
jshipsey 2020-10-03 17:54:40 -04:00 committed by jiminycrick
parent 697ea80665
commit 22d8792c4b
5 changed files with 45 additions and 44 deletions

View File

@ -227,10 +227,10 @@ impl Tool {
num_spins: 1,
},
LeapMelee {
energy_cost: 600,
energy_cost: 0,
buildup_duration: Duration::from_millis(100),
movement_duration: Duration::from_millis(600),
swing_duration: Duration::from_millis(100),
movement_duration: Duration::from_millis(900),
swing_duration: Duration::from_millis(200),
recover_duration: Duration::from_millis(100),
base_damage: (240.0 * self.base_power()) as u32,
knockback: 12.0,

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@ -107,7 +107,7 @@ pub fn forward_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32,
pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
// Set direction based on move direction
let ori_dir = if update.character.is_attack() | update.character.is_block() {
let ori_dir = if update.character.is_block() {
data.inputs.look_dir.xy()
} else if !data.inputs.move_dir.is_approx_zero() {
data.inputs.move_dir

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@ -161,7 +161,7 @@ impl Animation for ChargeswingAnimation {
next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0);
next.control.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-1.6)
* Quaternion::rotation_z(-0.1);
* Quaternion::rotation_z(0.3 - movement * 2.5);
next.head.orientation = Quaternion::rotation_z(0.8);
next.l_hand.position = Vec3::new(-3.0, 0.0, 0.0);
},
@ -170,7 +170,7 @@ impl Animation for ChargeswingAnimation {
next.control.position = Vec3::new(6.0, 7.0, 1.0 + 3.0 + movement * -3.0);
next.control.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_y(-1.6 + movement * 1.6)
* Quaternion::rotation_z(-0.1 + movement * 0.1);
* Quaternion::rotation_z(-2.2 + movement * 2.2);
next.head.orientation = Quaternion::rotation_z(0.8 + movement * -0.8);
next.l_hand.position = Vec3::new(-3.0 + movement * -9.0, 0.0, 0.0);
},

View File

@ -164,8 +164,8 @@ impl Animation for LeapAnimation {
next.control.position = Vec3::new(-3.0, 11.0, 3.0);
next.control.orientation = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(-0.5)
* Quaternion::rotation_z(PI - 0.2);
* Quaternion::rotation_y(-0.5)
* Quaternion::rotation_z(PI - 0.2);
next.control.scale = Vec3::one();
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
@ -174,13 +174,13 @@ impl Animation for LeapAnimation {
match stage_section {
StageSection::Buildup => {
next.control.position = Vec3::new(
- 10.0 + movement * 5.0,
11.0 + movement * - 26.0,
3.0 + movement * 6.0
-3.0 + movement * 3.0,
11.0 + movement * 1.0,
3.0 + movement * 12.0,
);
next.control.orientation = Quaternion::rotation_x(1.8 + movement * -1.4)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(PI);
next.control.orientation = Quaternion::rotation_x(1.8 + movement * -1.0)
* Quaternion::rotation_y(-0.5 + movement * 0.5)
* Quaternion::rotation_z(PI + 0.2 - movement * 0.2);
next.chest.orientation = Quaternion::rotation_x(movement * -0.3)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.5);
@ -202,26 +202,26 @@ impl Animation for LeapAnimation {
StageSection::Movement => {
next.control.position = Vec3::new(
0.0,
-15.0 + movement * 5.0, //11
9.0 - movement * 5.0,
0.0, 12.0, //11
15.0,
);
next.control.orientation = Quaternion::rotation_x(0.4)
next.control.orientation = Quaternion::rotation_x(0.8 + movement * -0.5)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(PI);
next.chest.orientation = Quaternion::rotation_x((-0.3 + movement * 6.0).min(0.3))
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.chest.orientation =
Quaternion::rotation_x((-0.3 + movement * 6.0).min(0.3))
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.head.orientation = Quaternion::rotation_x(-0.4 + movement * 0.4)
* Quaternion::rotation_y(movement * -0.1)
* Quaternion::rotation_z(movement * 0.4);
next.l_foot.position = Vec3::new(
- skeleton_attr.foot.0,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.l_foot.orientation = Quaternion::rotation_x(0.9);
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.l_foot.orientation = Quaternion::rotation_x(0.9);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
@ -231,7 +231,7 @@ impl Animation for LeapAnimation {
next.r_foot.orientation = Quaternion::rotation_x(0.9);
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_x(movement * - 1.8 * PI);
next.torso.orientation = Quaternion::rotation_x(movement * -1.8 * PI);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
next.belt.orientation = Quaternion::rotation_x(0.22 + movement * 0.1);
@ -239,11 +239,11 @@ impl Animation for LeapAnimation {
},
StageSection::Swing => {
next.control.position =
Vec3::new(0.0, 12.0 + movement * 8.0, 6.0 + movement * -6.0);
next.control.orientation = Quaternion::rotation_x(0.3 + movement * -3.0)
Vec3::new(0.0, 12.0 + movement * 3.0, 15.0 + movement * -15.0);
next.control.orientation = Quaternion::rotation_x(0.3 + movement * -1.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(PI);
next.chest.orientation = Quaternion::rotation_x(0.6 + movement * -0.9)
next.chest.orientation = Quaternion::rotation_x(0.6 + movement * -0.2)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.7 + movement * -0.7);
next.head.orientation = Quaternion::rotation_x(movement * 0.2)
@ -266,11 +266,12 @@ impl Animation for LeapAnimation {
);
next.r_foot.orientation = Quaternion::rotation_x(-0.8);
next.torso.orientation = Quaternion::rotation_x(-1.9 * PI - movement * 0.3 * PI);
next.torso.orientation =
Quaternion::rotation_x(-1.9 * PI - movement * 0.3 * PI);
},
StageSection::Recover => {
next.control.position = Vec3::new(-4.0, 20.0, 0.0);
next.control.orientation = Quaternion::rotation_x(-2.7)
next.control.orientation = Quaternion::rotation_x(-0.9)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(PI);
next.chest.orientation = Quaternion::rotation_x(-0.3 + movement * 0.3)

View File

@ -69,19 +69,19 @@ impl Animation for RepeaterAnimation {
match stage_section {
StageSection::Movement => {
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0 + movement * -1.5 - 1.5,
-skeleton_attr.foot.0 + movement * -0.75 - 0.75,
skeleton_attr.foot.1 + movement * 4.0 + 4.0,
skeleton_attr.foot.2 + movement * 2.5 + 2.5,
);
next.l_foot.orientation = Quaternion::rotation_x(movement * 0.75 + 0.75)
next.l_foot.orientation = Quaternion::rotation_x(movement * 0.6 + 0.6)
* Quaternion::rotation_z(movement * 0.3 + 0.3);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0 + movement * 1.5 + 1.5,
skeleton_attr.foot.0 + movement * 0.75 + 0.75,
skeleton_attr.foot.1 + movement * 4.0 + 4.0,
skeleton_attr.foot.2 + movement * 2.5 + 2.5,
);
next.r_foot.orientation = Quaternion::rotation_x(movement * 0.75 + 0.75)
next.r_foot.orientation = Quaternion::rotation_x(movement * 0.6 + 0.6)
* Quaternion::rotation_z(movement * -0.3 - 0.3);
next.shorts.position = Vec3::new(
0.0,
@ -108,19 +108,19 @@ impl Animation for RepeaterAnimation {
StageSection::Buildup => {
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0 - 3.0,
-skeleton_attr.foot.0 - 1.5,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.l_foot.orientation = Quaternion::rotation_x(1.5 + movement * -0.2)
next.l_foot.orientation = Quaternion::rotation_x(1.2 + movement * -0.2)
* Quaternion::rotation_z(0.6);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0 + 3.0,
skeleton_attr.foot.0 + 1.5,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.r_foot.orientation = Quaternion::rotation_x(1.5 + movement * -0.2)
next.r_foot.orientation = Quaternion::rotation_x(1.2 + movement * -0.2)
* Quaternion::rotation_z(-0.6);
next.shorts.position = Vec3::new(
0.0,
@ -140,20 +140,20 @@ impl Animation for RepeaterAnimation {
StageSection::Shoot => {
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0 - 3.0,
-skeleton_attr.foot.0 - 1.5,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.l_foot.orientation =
Quaternion::rotation_x(1.3) * Quaternion::rotation_z(0.6);
Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.6);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0 + 3.0,
skeleton_attr.foot.0 + 1.5,
skeleton_attr.foot.1 + 8.0,
skeleton_attr.foot.2 + 5.0,
);
next.r_foot.orientation =
Quaternion::rotation_x(1.3) * Quaternion::rotation_z(-0.6);
Quaternion::rotation_x(1.0) * Quaternion::rotation_z(-0.6);
next.shorts.position = Vec3::new(
0.0,
skeleton_attr.shorts.0 + 4.0,