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summon an
This commit is contained in:
parent
fd3ed89899
commit
269b1fcd00
@ -235,6 +235,13 @@
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(None, "common.abilities.custom.arthropodbasic.leap"),
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],
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),
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Custom("Arthropod Ranged"): (
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primary: "common.abilities.custom.arthropodranged.singlestrike",
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secondary: "common.abilities.custom.arthropodranged.ensnaringweb",
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abilities: [
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(None, "common.abilities.custom.arthropodranged.poisonball"),
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],
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),
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Custom("Arthropod Charge"): (
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primary: "common.abilities.custom.arthropodcharge.singlestrike",
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secondary: "common.abilities.custom.arthropodcharge.charge",
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@ -0,0 +1,8 @@
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SpriteSummon(
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buildup_duration: 0.6,
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cast_duration: 0.4,
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recover_duration: 0.3,
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sprite: EnsnaringWeb,
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summon_distance: (0, 8),
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sparseness: 0.67,
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)
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@ -0,0 +1,18 @@
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BasicRanged(
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energy_cost: 0,
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buildup_duration: 0.8,
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recover_duration: 0.35,
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projectile: NecroticSphere(
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damage: 26.0,
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radius: 5.0,
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energy_regen: 0,
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),
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projectile_body: Object(FireworkPurple),
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/*projectile_light: Some(LightEmitter {
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col: (1.0, 0.75, 0.11).into(),
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..Default::default()
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}),*/
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projectile_speed: 70.0,
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num_projectiles: 3,
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projectile_spread: 0.2,
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)
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@ -0,0 +1,34 @@
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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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damage_increase: 0,
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base_poise_damage: 28,
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poise_damage_increase: 0,
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knockback: 3.0,
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range: 3.0,
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angle: 60.0,
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base_buildup_duration: 0.4,
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base_swing_duration: 0.1,
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hit_timing: 0.5,
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base_recover_duration: 0.4,
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forward_movement: 1.0,
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damage_kind: Crushing,
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damage_effect: Some(Buff((
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kind: Poisoned,
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dur_secs: 10.0,
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strength: DamageFraction(1.0),
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chance: 1.0,
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))),
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),
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],
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initial_energy_gain: 0,
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max_energy_gain: 0,
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energy_increase: 0,
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speed_increase: 0.0,
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max_speed_increase: 0.0,
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scales_from_combo: 0,
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is_interruptible: false,
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ori_modifier: 0.7,
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)
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21
assets/common/items/npc_weapons/unique/arthropodranged.ron
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21
assets/common/items/npc_weapons/unique/arthropodranged.ron
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@ -0,0 +1,21 @@
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ItemDef(
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name: "Arthropod Ranged",
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description: "testing123",
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kind: Tool((
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kind: Natural,
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hands: Two,
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stats: Direct((
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equip_time_secs: 0.01,
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power: 1.0,
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effect_power: 1.0,
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speed: 1.0,
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crit_chance: 0.1,
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range: 1.0,
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energy_efficiency: 1.0,
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buff_strength: 1.0,
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)),
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)),
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quality: Low,
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tags: [],
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ability_spec: Some(Custom("Arthropod Ranged")),
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)
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@ -271,6 +271,10 @@ fn default_main_tool(body: &Body) -> Item {
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| arthropod::Species::Antlion => Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.unique.arthropodcharge",
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)),
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arthropod::Species::Cavespider
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=> Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.unique.arthropodranged",
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)),
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_ => Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.unique.arthropodbasic",
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)),
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@ -4,12 +4,15 @@ pub mod idle;
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pub mod jump;
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pub mod leapmelee;
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pub mod run;
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pub mod shoot;
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pub mod stunned;
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pub mod summon;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, dash::DashAnimation, idle::IdleAnimation, jump::JumpAnimation,
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leapmelee::LeapMeleeAnimation, run::RunAnimation, stunned::StunnedAnimation,
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leapmelee::LeapMeleeAnimation, run::RunAnimation, shoot::ShootAnimation, stunned::StunnedAnimation,
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summon::SummonAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
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103
voxygen/anim/src/arthropod/shoot.rs
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103
voxygen/anim/src/arthropod/shoot.rs
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@ -0,0 +1,103 @@
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use std::f32::consts::PI;
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use super::{
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super::{vek::*, Animation},
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ArthropodSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct ShootAnimation;
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impl Animation for ShootAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = ArthropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"arthropod_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_shoot")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(_velocity, global_time, stage_section, timer): Self::Dependency<'a>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let (movement1, movement2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, anim_time),
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_ => (0.0, 0.0),
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};
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let pullback = 1.0 - movement2;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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//let movement1 = mirror * movement1base * pullback;
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//let movement2 = mirror * movement2base * pullback;
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let movement1abs = movement1 * pullback;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.chest.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_z(0.0);
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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 =
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Quaternion::rotation_x(
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movement1*0.35 ,
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) * Quaternion::rotation_y(
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0.0 ,
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) ;//* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation = Quaternion::rotation_x(
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movement1abs * 0.5 ,
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) * Quaternion::rotation_y(
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movement1abs * 0.5 ,
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)* Quaternion::rotation_z(
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movement1abs * 0.5 ,
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);
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next.mandible_r.orientation = Quaternion::rotation_x(
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movement1abs * 0.5 ,
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) * Quaternion::rotation_y(
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movement1abs * -0.5 ,
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)* Quaternion::rotation_z(
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movement1abs * -0.5 ,
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);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_bl.position = Vec3::new(-s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.wing_br.position = Vec3::new(s_a.wing_b.0, s_a.wing_b.1, s_a.wing_b.2);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation = Quaternion::rotation_z(
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s_a.leg_ori.0 + movement1abs * 0.4 ,
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) * Quaternion::rotation_x(
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movement1abs * 1.0,
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);
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next.leg_fr.orientation = Quaternion::rotation_z(
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-s_a.leg_ori.0 + movement1abs * -0.4 ,
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) * Quaternion::rotation_x(
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movement1abs * 1.0,
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);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next
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}
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}
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109
voxygen/anim/src/arthropod/summon.rs
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109
voxygen/anim/src/arthropod/summon.rs
Normal file
@ -0,0 +1,109 @@
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use std::f32::consts::PI;
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use super::{
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super::{vek::*, Animation},
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ArthropodSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct SummonAnimation;
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impl Animation for SummonAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = ArthropodSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"arthropod_summon\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_summon")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(_velocity, global_time, stage_section, timer): Self::Dependency<'a>,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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//let movement1 = mirror * movement1base * pullback;
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//let movement2 = mirror * movement2base * pullback;
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let movement1abs = movement1 * pullback;
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let movement2abs = movement2 * pullback;
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let movement3abs = movement3 * pullback;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
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* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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next.head.position = Vec3::new(
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0.0,
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s_a.head.0 + movement1abs * 3.0,
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s_a.head.1 + movement1abs * -3.0,
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);
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next.head.orientation =
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Quaternion::rotation_x(movement1abs * 1.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_y(
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mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2,
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)
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* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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s_a.chest.1 + movement1abs * 7.0 + movement2abs * -2.0,
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);
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next.chest.orientation = Quaternion::rotation_x(movement1abs * -1.0 + movement2abs * 0.2);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_z(
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movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8,
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);
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next.mandible_r.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_z(
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movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8,
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);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
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* Quaternion::rotation_z(movement1abs * -0.2 + movement2abs * -0.2);
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next.leg_fr.orientation = Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * 0.2)
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* Quaternion::rotation_x(movement1abs * 0.2 + movement2abs * 0.2);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcl.orientation = Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
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* Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * -0.2);
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next.leg_fcr.orientation = Quaternion::rotation_x(movement1abs * 1.3 + movement2abs * 0.3)
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* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.2);
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next.leg_bcl.position = Vec3::new(-s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcr.position = Vec3::new(s_a.leg_bc.0, s_a.leg_bc.1, s_a.leg_bc.2);
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next.leg_bcl.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
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next.leg_bcr.orientation = Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * 0.2);
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next.leg_bl.position = Vec3::new(-s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_br.position = Vec3::new(s_a.leg_b.0, s_a.leg_b.1, s_a.leg_b.2);
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next.leg_bl.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
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* Quaternion::rotation_z(movement1abs * 0.8);
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next.leg_br.orientation = Quaternion::rotation_x(movement1abs * -0.5 + movement2abs * -0.2)
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* Quaternion::rotation_z(movement1abs * -0.8);
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next
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}
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}
|
@ -3604,6 +3604,33 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::SpriteSummon(s) => {
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let stage_time = s.timer.as_secs_f32();
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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_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.cast_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::arthropod::SummonAnimation::update_skeleton(
|
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&target_base,
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(
|
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rel_vel.magnitude(),
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time,
|
||||
Some(s.stage_section),
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state.state_time,
|
||||
),
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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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CharacterState::DashMelee(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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@ -3634,6 +3661,30 @@ impl FigureMgr {
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||||
skeleton_attr,
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||||
)
|
||||
},
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CharacterState::BasicRanged(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
|
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StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
anim::arthropod::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
state.state_time,
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Stunned(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
|
Loading…
Reference in New Issue
Block a user