mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Wield glider instead of weapon when attempting glide wield, change behavior when running into walls to not drop out of gliding
This commit is contained in:
parent
c22f9530e4
commit
2f896849d4
@ -35,6 +35,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Fixed a bug where walk/run sfx played while a character rolled/dodged
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- Energy regen resets on last ability use instead of on wield
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- Fixed unable to use ability; Secondary and ability3 (fire rod) will now automatically wield
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- Gliding is now a toggle that can be triggered from the ground
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### Removed
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@ -413,6 +413,26 @@ impl Client {
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}
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}
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pub fn toggle_glide(&mut self) {
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let is_gliding = self
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.state
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.ecs()
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.read_storage::<comp::CharacterState>()
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.get(self.entity)
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.map(|cs| {
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matches!(
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cs,
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comp::CharacterState::GlideWield | comp::CharacterState::Glide
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)
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});
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match is_gliding {
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Some(true) => self.control_action(ControlAction::Unwield),
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Some(false) => self.control_action(ControlAction::GlideWield),
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None => warn!("Can't toggle glide, client entity doesn't have a `CharacterState`"),
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}
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}
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fn control_action(&mut self, control_action: ControlAction) {
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if let Some(controller) = self
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.state
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@ -41,6 +41,7 @@ pub enum CharacterState {
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Sit,
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Dance,
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Glide,
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GlideWield,
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/// A basic blocking state
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BasicBlock,
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/// Player is busy equipping or unequipping weapons
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@ -29,6 +29,7 @@ pub enum ControlEvent {
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pub enum ControlAction {
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SwapLoadout,
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Wield,
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GlideWield,
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Unwield,
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Sit,
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Dance,
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@ -12,6 +12,7 @@ impl CharacterBehavior for Data {
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let mut update = StateUpdate::from(data);
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handle_wield(data, &mut update);
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handle_jump(&data, &mut update);
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// Try to Fall/Stand up/Move
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if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 {
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@ -1,3 +1,4 @@
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use super::utils::handle_climb;
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use crate::{
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comp::{CharacterState, StateUpdate},
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sys::character_behavior::{CharacterBehavior, JoinData},
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@ -17,17 +18,15 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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// If glide button isn't held or player is on ground, end glide
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if !data.inputs.glide.is_pressed() || data.physics.on_ground {
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update.character = CharacterState::Idle;
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// If player is on ground, end glide
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if data.physics.on_ground {
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update.character = CharacterState::GlideWield;
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return update;
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}
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// If there is a wall in front of character go to climb
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if data.physics.on_wall.is_some() {
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update.character = CharacterState::Climb;
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return update;
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}
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// If there is a wall in front of character and they are trying to climb go to
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// climb
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handle_climb(&data, &mut update);
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// Move player according to movement direction vector
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update.vel.0 += Vec2::broadcast(data.dt.0)
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@ -56,4 +55,10 @@ impl CharacterBehavior for Data {
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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}
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41
common/src/states/glide_wield.rs
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41
common/src/states/glide_wield.rs
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@ -0,0 +1,41 @@
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use super::utils::*;
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use crate::{
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comp::{CharacterState, StateUpdate},
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
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pub struct Data;
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(&data, &mut update, 1.0);
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handle_jump(&data, &mut update);
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// If not on the ground while wielding glider enter gliding state
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if !data.physics.on_ground && !data.physics.in_fluid {
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update.character = CharacterState::Glide;
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}
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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}
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@ -14,7 +14,6 @@ impl CharacterBehavior for Data {
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handle_jump(data, &mut update);
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handle_wield(data, &mut update);
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handle_climb(data, &mut update);
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handle_glide(data, &mut update);
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handle_dodge_input(data, &mut update);
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update
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@ -38,6 +37,12 @@ impl CharacterBehavior for Data {
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_loadout(data, &mut update);
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@ -7,6 +7,7 @@ pub mod dance;
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pub mod dash_melee;
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pub mod equipping;
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pub mod glide;
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pub mod glide_wield;
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pub mod idle;
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pub mod roll;
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pub mod sit;
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@ -12,6 +12,7 @@ impl CharacterBehavior for Data {
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let mut update = StateUpdate::from(data);
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handle_wield(data, &mut update);
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handle_jump(&data, &mut update);
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// Try to Fall/Stand up/Move
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if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 {
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@ -154,16 +154,10 @@ pub fn attempt_swap_loadout(_data: &JoinData, update: &mut StateUpdate) {
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}
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}
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/// Checks that player can glide and updates `CharacterState` if so
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pub fn handle_glide(data: &JoinData, update: &mut StateUpdate) {
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if let CharacterState::Idle { .. } | CharacterState::Wielding { .. } = update.character {
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if data.inputs.glide.is_pressed()
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&& !data.physics.on_ground
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&& !data.physics.in_fluid
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&& data.body.is_humanoid()
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{
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update.character = CharacterState::Glide;
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}
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/// Checks that player can wield the glider and updates `CharacterState` if so
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pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground && !data.physics.in_fluid && data.body.is_humanoid() {
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update.character = CharacterState::GlideWield;
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}
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}
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@ -13,7 +13,6 @@ impl CharacterBehavior for Data {
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handle_move(&data, &mut update, 1.0);
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handle_jump(&data, &mut update);
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handle_climb(&data, &mut update);
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handle_glide(&data, &mut update);
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handle_ability1_input(&data, &mut update);
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handle_ability2_input(&data, &mut update);
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handle_ability3_input(&data, &mut update);
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@ -18,6 +18,7 @@ pub trait CharacterBehavior {
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// Impl these to provide behavior for these inputs
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn glide_wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn unwield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn sit(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn dance(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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@ -26,6 +27,7 @@ pub trait CharacterBehavior {
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match event {
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ControlAction::SwapLoadout => self.swap_loadout(data),
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ControlAction::Wield => self.wield(data),
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ControlAction::GlideWield => self.glide_wield(data),
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ControlAction::Unwield => self.unwield(data),
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ControlAction::Sit => self.sit(data),
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ControlAction::Dance => self.dance(data),
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@ -197,6 +199,9 @@ impl<'a> System<'a> for Sys {
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CharacterState::Idle => states::idle::Data.handle_event(&j, action),
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CharacterState::Climb => states::climb::Data.handle_event(&j, action),
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CharacterState::Glide => states::glide::Data.handle_event(&j, action),
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CharacterState::GlideWield => {
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states::glide_wield::Data.handle_event(&j, action)
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},
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CharacterState::Sit => {
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states::sit::Data::handle_event(&states::sit::Data, &j, action)
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},
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@ -226,6 +231,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::Idle => states::idle::Data.behavior(&j),
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CharacterState::Climb => states::climb::Data.behavior(&j),
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CharacterState::Glide => states::glide::Data.behavior(&j),
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CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
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CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
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CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),
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@ -81,6 +81,7 @@ impl<'a> System<'a> for Sys {
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| CharacterState::Sit { .. }
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| CharacterState::Dance { .. }
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| CharacterState::Glide { .. }
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| CharacterState::GlideWield { .. }
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| CharacterState::Wielding { .. }
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| CharacterState::Equipping { .. }
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| CharacterState::Boost { .. } => {
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BIN
voxygen/examples/voxygen - Shortcut.lnk
Normal file
BIN
voxygen/examples/voxygen - Shortcut.lnk
Normal file
Binary file not shown.
304
voxygen/src/anim/character/glidewield.rs
Normal file
304
voxygen/src/anim/character/glidewield.rs
Normal file
@ -0,0 +1,304 @@
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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pub struct GlideWieldAnimation;
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impl Animation for GlideWieldAnimation {
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type Dependency = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f64);
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type Skeleton = CharacterSkeleton;
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#[allow(clippy::identity_conversion)] // TODO: Pending review in #587
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(_active_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = 1.0;
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let slow = (anim_time as f32 * 1.0).sin();
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let breathe = ((anim_time as f32 * 0.5).sin()).abs();
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let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
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let walk = if speed > 5.0 { 1.0 } else { 0.5 };
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let lower = if speed > 5.0 { 0.0 } else { 1.0 };
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let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
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let lab = 1.0;
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let foothoril = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 16.0 * walk * lab as f32 + PI * (0.45)).sin();
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let footvertl = (anim_time as f32 * 16.0 * walk * lab as f32).sin();
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let footvertr = (anim_time as f32 * 16.0 * walk * lab as f32 + PI).sin();
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let footrotl = (((5.0)
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/ (2.5
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+ (2.5)
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin())
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.powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 1.4).sin());
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let footrotr = (((5.0)
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/ (1.0
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+ (4.0)
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin())
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.powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 16.0 * walk * lab as f32 + PI * 0.4).sin());
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let short = (((5.0)
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/ (1.5
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+ 3.5 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
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let noisea = (anim_time as f32 * 11.0 + PI / 6.0).sin();
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let noiseb = (anim_time as f32 * 19.0 + PI / 4.0).sin();
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let shorte = (((5.0)
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/ (4.0
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+ 1.0 * ((anim_time as f32 * lab as f32 * 16.0 * walk).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 16.0 * walk).sin());
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let shortalt = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / 2.0).sin();
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let shortalter = (anim_time as f32 * lab as f32 * 16.0 * walk + PI / -2.0).sin();
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let wave_stop = (anim_time as f32 * 26.0).min(PI / 2.0 / 2.0).sin();
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let head_look = Vec2::new(
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((global_time + anim_time) as f32 / 18.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.2,
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((global_time + anim_time) as f32 / 18.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.1,
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);
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let ori = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let tilt = if Vec2::new(ori, last_ori)
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.map(|o| Vec2::<f32>::from(o).magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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next.l_hand.offset = Vec3::new(
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-2.0 - skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2 + 15.0,
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);
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next.l_hand.ori = Quaternion::rotation_x(3.35);
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next.l_hand.scale = Vec3::one();
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next.r_hand.offset = Vec3::new(
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2.0 + skeleton_attr.hand.0,
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skeleton_attr.hand.1,
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skeleton_attr.hand.2 + 15.0,
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);
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next.r_hand.ori = Quaternion::rotation_x(3.35);
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next.r_hand.scale = Vec3::one();
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if speed > 0.5 {
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next.head.offset = Vec3::new(
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0.0,
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-3.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 + short * 0.1,
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);
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next.head.ori = Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.1)
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* Quaternion::rotation_x(head_look.y + 0.45 - lower * 0.35);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.offset = Vec3::new(
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0.0,
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skeleton_attr.chest.0,
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skeleton_attr.chest.1 + 2.0 + shortalt * -1.5 - lower,
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);
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next.chest.ori = Quaternion::rotation_z(short * 0.10 * walkintensity + tilt * -1.0)
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* Quaternion::rotation_y(tilt * 2.2)
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* Quaternion::rotation_x(
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shortalter * 0.035 + wave_stop * speed * -0.1 + (tilt.abs()),
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);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.ori = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
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* Quaternion::rotation_y(tilt * 0.5);
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next.belt.scale = Vec3::one();
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next.glider.ori = Quaternion::rotation_x(0.8);
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next.glider.offset = Vec3::new(0.0, -10.0, 15.0);
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next.glider.scale = Vec3::one() * 1.0;
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next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
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next.back.ori =
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Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
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next.back.scale = Vec3::one() * 1.02;
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next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.ori = Quaternion::rotation_z(short * 0.25 + tilt * -1.5)
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* Quaternion::rotation_y(tilt * 0.7);
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next.shorts.scale = Vec3::one();
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next.l_foot.offset = Vec3::new(
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||||
-skeleton_attr.foot.0,
|
||||
-1.5 + skeleton_attr.foot.1 + foothoril * -8.5 * walkintensity - lower * 1.0,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertl * -2.7).max(-1.0)) * walkintensity,
|
||||
);
|
||||
next.l_foot.ori = Quaternion::rotation_x(-0.2 + footrotl * -1.2 * walkintensity)
|
||||
* Quaternion::rotation_y(tilt * 1.8);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
-1.5 + skeleton_attr.foot.1 + foothorir * -8.5 * walkintensity - lower * 1.0,
|
||||
2.0 + skeleton_attr.foot.2 + ((footvertr * -2.7).max(-1.0)) * walkintensity,
|
||||
);
|
||||
next.r_foot.ori = Quaternion::rotation_x(-0.2 + footrotr * -1.2 * walkintensity)
|
||||
* Quaternion::rotation_y(tilt * 1.8);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.l_shoulder.ori = Quaternion::rotation_x(short * 0.15 * walkintensity);
|
||||
next.l_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.r_shoulder.ori = Quaternion::rotation_x(short * -0.15 * walkintensity);
|
||||
next.r_shoulder.scale = Vec3::one() * 1.1;
|
||||
|
||||
next.main.offset = Vec3::new(-7.0, -6.5, 15.0);
|
||||
next.main.ori =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57 + short * 0.25);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.second.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.lantern.offset = Vec3::new(
|
||||
skeleton_attr.lantern.0,
|
||||
skeleton_attr.lantern.1,
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.lantern.ori =
|
||||
Quaternion::rotation_x(shorte * 0.7 + 0.4) * Quaternion::rotation_y(shorte * 0.4);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.ori = Quaternion::rotation_x(0.0);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.l_control.scale = Vec3::one();
|
||||
|
||||
next.r_control.scale = Vec3::one();
|
||||
} else {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + slow * 0.3 + breathe * -0.05,
|
||||
);
|
||||
next.head.ori =
|
||||
Quaternion::rotation_z(head_look.x) * Quaternion::rotation_x(head_look.y.abs());
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale + breathe * -0.05;
|
||||
|
||||
next.chest.offset = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0,
|
||||
skeleton_attr.chest.1 + slow * 0.3,
|
||||
);
|
||||
next.chest.ori = Quaternion::rotation_z(head_look.x * 0.6);
|
||||
next.chest.scale = Vec3::one() * 1.01 + breathe * 0.03;
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
|
||||
next.belt.ori = Quaternion::rotation_z(head_look.x * -0.1);
|
||||
next.belt.scale = Vec3::one() + breathe * -0.03;
|
||||
|
||||
next.glider.ori = Quaternion::rotation_x(0.35);
|
||||
next.glider.offset = Vec3::new(0.0, -9.0, 17.0);
|
||||
next.glider.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.back.offset = Vec3::new(0.0, skeleton_attr.back.0, skeleton_attr.back.1);
|
||||
next.back.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(head_look.x * -0.2);
|
||||
next.shorts.scale = Vec3::one() + breathe * -0.03;
|
||||
|
||||
next.l_foot.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.l_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
|
||||
|
||||
next.r_shoulder.offset = Vec3::new(
|
||||
skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
skeleton_attr.shoulder.2,
|
||||
);
|
||||
next.r_shoulder.scale = (Vec3::one() + breathe * -0.05) * 1.15;
|
||||
|
||||
next.main.offset = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.ori = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
next.main.scale = Vec3::one();
|
||||
|
||||
next.second.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.lantern.offset = Vec3::new(
|
||||
skeleton_attr.lantern.0,
|
||||
skeleton_attr.lantern.1,
|
||||
skeleton_attr.lantern.2,
|
||||
);
|
||||
next.lantern.ori = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.l_control.scale = Vec3::one();
|
||||
|
||||
next.r_control.scale = Vec3::one();
|
||||
}
|
||||
next
|
||||
}
|
||||
}
|
@ -55,43 +55,49 @@ impl Animation for GlidingAnimation {
|
||||
0.0
|
||||
};
|
||||
|
||||
let tiltcancel = if anim_time > 1.0 {
|
||||
1.0
|
||||
} else {
|
||||
anim_time as f32
|
||||
};
|
||||
|
||||
next.head.offset = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.ori = Quaternion::rotation_x(0.35 - slow * 0.10 + head_look.y)
|
||||
* Quaternion::rotation_z(head_look.x + slowa * 0.15);
|
||||
|
||||
next.chest.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.chest.ori = Quaternion::rotation_z(slowa * 0.2);
|
||||
next.chest.offset = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
|
||||
next.chest.ori = Quaternion::rotation_z(slowa * 0.02);
|
||||
|
||||
next.belt.offset = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.ori = Quaternion::rotation_z(slowa * 0.25);
|
||||
next.belt.ori = Quaternion::rotation_z(slowa * 0.1 + tilt * tiltcancel * 12.0);
|
||||
|
||||
next.shorts.offset = Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
|
||||
next.shorts.ori = Quaternion::rotation_z(slowa * 0.35);
|
||||
next.shorts.ori = Quaternion::rotation_z(slowa * 0.12 + tilt * tiltcancel * 16.0);
|
||||
|
||||
next.l_hand.offset = Vec3::new(-9.5 + slowa * -1.5, -3.0 + slowa * 1.5, 10.0);
|
||||
next.l_hand.offset = Vec3::new(-9.5, -3.0, 10.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.1);
|
||||
|
||||
next.r_hand.offset = Vec3::new(9.5 + slowa * -1.5, -3.0 + slowa * -1.5, 10.0);
|
||||
next.r_hand.offset = Vec3::new(9.5, -3.0, 10.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-2.7 + slowa * -0.10);
|
||||
|
||||
next.l_foot.offset = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
-9.0 + skeleton_attr.foot.2,
|
||||
skeleton_attr.foot.1 + slowa * -1.0 + tilt * tiltcancel * -35.0,
|
||||
-1.0 + skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.ori = Quaternion::rotation_x(
|
||||
(wave_stop * -0.7 - quicka * -0.21 + slow * 0.19) * speed * 0.04,
|
||||
);
|
||||
) * Quaternion::rotation_z(tilt * tiltcancel * 20.0);
|
||||
next.l_foot.scale = Vec3::one();
|
||||
|
||||
next.r_foot.offset = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1,
|
||||
-9.0 + skeleton_attr.foot.2,
|
||||
skeleton_attr.foot.1 + slowa * 1.0 + tilt * tiltcancel * 35.0,
|
||||
-1.0 + skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.ori = Quaternion::rotation_x(
|
||||
(wave_stop * -0.8 + quick * -0.25 + slowb * 0.13) * speed * 0.04,
|
||||
);
|
||||
) * Quaternion::rotation_z(tilt * tiltcancel * 20.0);
|
||||
next.r_foot.scale = Vec3::one();
|
||||
|
||||
next.l_shoulder.offset = Vec3::new(
|
||||
@ -125,9 +131,9 @@ impl Animation for GlidingAnimation {
|
||||
);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, 6.0, 15.0) / 11.0 * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(-0.05 * speed.max(12.0) + slow * 0.06)
|
||||
* Quaternion::rotation_y(tilt * 32.0);
|
||||
next.torso.offset = Vec3::new(0.0, -4.0, 0.0) / 11.0 * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(-0.06 * speed.max(12.0) + slow * 0.04)
|
||||
* Quaternion::rotation_y(tilt * tiltcancel * 32.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.control.scale = Vec3::one();
|
||||
|
@ -7,6 +7,7 @@ pub mod climb;
|
||||
pub mod dance;
|
||||
pub mod dash;
|
||||
pub mod equip;
|
||||
pub mod glidewield;
|
||||
pub mod gliding;
|
||||
pub mod idle;
|
||||
pub mod jump;
|
||||
@ -23,10 +24,11 @@ pub mod wield;
|
||||
pub use self::{
|
||||
alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation,
|
||||
blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation,
|
||||
dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation, gliding::GlidingAnimation,
|
||||
idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation,
|
||||
shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation,
|
||||
swim::SwimAnimation, wield::WieldAnimation,
|
||||
dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
|
||||
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
|
||||
jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation,
|
||||
sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation,
|
||||
wield::WieldAnimation,
|
||||
};
|
||||
|
||||
use super::{Bone, Skeleton};
|
||||
@ -100,7 +102,7 @@ impl Skeleton for CharacterSkeleton {
|
||||
FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()),
|
||||
FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()),
|
||||
FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()),
|
||||
FigureBoneData::new(torso_mat * self.glider.compute_base_matrix()),
|
||||
FigureBoneData::new(torso_mat * chest_mat * self.glider.compute_base_matrix()),
|
||||
FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * main_mat),
|
||||
FigureBoneData::new(
|
||||
torso_mat * chest_mat * control_mat * r_control_mat * second_mat,
|
||||
|
@ -167,7 +167,7 @@ impl Animation for ShootAnimation {
|
||||
Quaternion::rotation_x(exp * -0.7 + 0.4) * Quaternion::rotation_y(exp * 0.4);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.hold.offset = Vec3::new(17.4, -24.8, -10.5);
|
||||
next.hold.offset = Vec3::new(17.5, -25.0, -10.5);
|
||||
next.hold.ori = Quaternion::rotation_x(-1.6)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
@ -151,7 +151,7 @@ impl Animation for SwimAnimation {
|
||||
next.lantern.ori = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.torso.offset = Vec3::new(0.0, -0.3 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
|
||||
next.torso.offset = Vec3::new(0.0, -1.2 + shortalt * -0.065, 0.4) * skeleton_attr.scaler;
|
||||
next.torso.ori = Quaternion::rotation_x(speed * -0.190 * wave_stop * 1.05)
|
||||
* Quaternion::rotation_z(tilt * 12.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
@ -8,6 +8,7 @@ pub struct KeyState {
|
||||
pub climb_up: bool,
|
||||
pub climb_down: bool,
|
||||
pub toggle_wield: bool,
|
||||
pub toggle_glide: bool,
|
||||
pub toggle_sit: bool,
|
||||
pub toggle_dance: bool,
|
||||
pub auto_walk: bool,
|
||||
@ -27,6 +28,7 @@ impl KeyState {
|
||||
climb_up: false,
|
||||
climb_down: false,
|
||||
toggle_wield: false,
|
||||
toggle_glide: false,
|
||||
toggle_sit: false,
|
||||
toggle_dance: false,
|
||||
auto_walk: false,
|
||||
|
@ -730,6 +730,15 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::GlideWield { .. } => {
|
||||
anim::character::GlideWieldAnimation::update_skeleton(
|
||||
&CharacterSkeleton::new(),
|
||||
(active_tool_kind, vel.0, ori, state.last_ori, time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Dance { .. } => {
|
||||
anim::character::DanceAnimation::update_skeleton(
|
||||
&CharacterSkeleton::new(),
|
||||
|
@ -354,9 +354,14 @@ impl PlayState for SessionState {
|
||||
}
|
||||
self.key_state.right = state
|
||||
},
|
||||
Event::InputUpdate(GameInput::Glide, state) => {
|
||||
self.inputs.glide.set_state(state);
|
||||
},
|
||||
Event::InputUpdate(GameInput::Glide, state)
|
||||
if state != self.key_state.toggle_glide =>
|
||||
{
|
||||
self.key_state.toggle_glide = state;
|
||||
if state {
|
||||
self.client.borrow_mut().toggle_glide();
|
||||
}
|
||||
}
|
||||
Event::InputUpdate(GameInput::Climb, state) => {
|
||||
self.key_state.climb_up = state;
|
||||
},
|
||||
|
Loading…
Reference in New Issue
Block a user