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Animation for reaching skewer
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parent
035f9135d6
commit
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@ -2,7 +2,7 @@ ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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kind: Stab(
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damage: 12,
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poise: 0,
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knockback: 0,
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@ -16,6 +16,11 @@ ComboMelee2(
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swing_duration: 0.1,
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hit_timing: 0.6,
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recover_duration: 0.3,
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movement: (
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buildup: None,
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swing: Some(Forward(1.0)),
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recover: None,
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),
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ori_modifier: 0.6,
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),
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],
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@ -1025,6 +1025,41 @@ impl Animation for ComboAnimation {
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_ => {},
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}
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},
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Some("common.abilities.sword.reaching_skewer") => {
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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 = Vec3::new(
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-4.0 + move1 * 3.0,
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-2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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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 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_x(move1 * -1.0);
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next.control.orientation.rotate_z(move1 * -1.2);
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next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.4);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.3);
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next.control.orientation.rotate_z(move2 * 1.4);
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next.control.position += Vec3::new(0.0, move2 * 10.0, 0.0);
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},
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_ => {},
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}
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}
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