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Offensive finisher animation
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parent
894710d8c6
commit
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@ -1,7 +1,7 @@
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FinisherMelee(
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energy_cost: /*40*/0,
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energy_cost: 40,
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buildup_duration: 0.4,
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swing_duration: 0.1,
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swing_duration: 0.05,
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recover_duration: 0.4,
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melee_constructor: (
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kind: Slash(
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@ -23,7 +23,7 @@ FinisherMelee(
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target: Attack,
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kind: Linear,
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)),
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minimum_combo: /*10*/0,
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minimum_combo: 10,
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meta: (
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kind: Some(Sword(Offensive)),
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),
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@ -31,7 +31,7 @@ impl Animation for FinisherMeleeAnimation {
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match ability_id {
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Some("common.abilities.sword.balanced_finisher") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25).min(1.0), 0.0, 0.0),
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.1), 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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@ -57,6 +57,47 @@ impl Animation for FinisherMeleeAnimation {
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4);
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},
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Some("common.abilities.sword.offensive_finisher") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (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.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.chest.orientation = Quaternion::rotation_z(move1 * 0.9);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.25);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
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next.foot_l.position += Vec3::new(0.0, move1 * -5.0, 0.0);
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next.control.orientation.rotate_x(move1 * 1.2);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 6.0);
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next.chest.orientation.rotate_z(move2 * -1.7);
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next.head.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.5);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.foot_l.orientation.rotate_z(move2 * -0.8);
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next.foot_l.position += Vec3::new(0.0, move2 * 5.0, 0.0);
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next.control.orientation.rotate_x(move2 * -2.3);
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next.control.orientation.rotate_z(move2 * 0.6);
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next.control.position += Vec3::new(0.0, 0.0, move2 * -10.0);
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next.chest.orientation.rotate_z(move3 * 0.6);
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next.head.orientation.rotate_z(move3 * -0.2);
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next.shorts.orientation.rotate_z(move3 * -0.2);
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next.control.position += Vec3::new(0.0, 0.0, move3 * 4.0);
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next.control.orientation.rotate_x(move3 * 0.6);
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},
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_ => {},
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}
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