Animation for reaching skewer

This commit is contained in:
Sam 2022-09-04 11:06:36 -04:00
parent 035f9135d6
commit 2e5dfd86de
2 changed files with 41 additions and 1 deletions

View File

@ -2,7 +2,7 @@ ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
kind: Stab(
damage: 12,
poise: 0,
knockback: 0,
@ -16,6 +16,11 @@ ComboMelee2(
swing_duration: 0.1,
hit_timing: 0.6,
recover_duration: 0.3,
movement: (
buildup: None,
swing: Some(Forward(1.0)),
recover: None,
),
ori_modifier: 0.6,
),
],

View File

@ -1025,6 +1025,41 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.reaching_skewer") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(
-s_a.sc.0 + 6.0 + move1 * -12.0,
-4.0 + move1 * 3.0,
-2.0 + move1.min(0.5) * 2.0 * 10.0 + (move1.max(0.5) - 0.5) * 2.0 * -10.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.orientation.rotate_x(move1 * -1.0);
next.control.orientation.rotate_z(move1 * -1.2);
next.foot_r.position += Vec3::new(move1 * -1.0, move1 * 6.0, 0.0);
next.chest.orientation.rotate_z(move2 * -1.4);
next.head.orientation.rotate_z(move2 * 0.9);
next.shorts.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.3);
next.control.orientation.rotate_z(move2 * 1.4);
next.control.position += Vec3::new(0.0, move2 * 10.0, 0.0);
},
_ => {},
}
}