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https://gitlab.com/veloren/veloren.git
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Initial combo melee for axe M1
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parent
91502255e8
commit
33e87de17e
@ -174,16 +174,42 @@ impl Tool {
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num_spins: 3,
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},
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],
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Axe => vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(600),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_damage: (120.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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max_angle: 20.0,
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Axe(_) => vec![
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ComboMelee {
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stage_data: vec![
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combo_melee::Stage {
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stage: 1,
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base_damage: (80.0 * self.base_power()) as u32,
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max_damage: (120.0 * self.base_power()) as u32,
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damage_increase: (10.0 * self.base_power()) as u32,
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knockback: 8.0,
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range: 3.5,
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angle: 50.0,
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base_buildup_duration: Duration::from_millis(350),
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base_swing_duration: Duration::from_millis(75),
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base_recover_duration: Duration::from_millis(400),
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forward_movement: 0.5,
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},
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combo_melee::Stage {
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stage: 2,
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base_damage: (100.0 * self.base_power()) as u32,
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max_damage: (190.0 * self.base_power()) as u32,
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damage_increase: (15.0 * self.base_power()) as u32,
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knockback: 12.0,
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range: 3.5,
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angle: 30.0,
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base_buildup_duration: Duration::from_millis(500),
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base_swing_duration: Duration::from_millis(75),
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base_recover_duration: Duration::from_millis(1000),
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forward_movement: 0.25,
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},
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],
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initial_energy_gain: 0,
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max_energy_gain: 100,
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energy_increase: 20,
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speed_increase: 0.05,
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max_speed_increase: 1.8,
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is_interruptible: true,
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},
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SpinMelee {
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buildup_duration: Duration::from_millis(100),
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@ -102,34 +102,57 @@ impl Animation for AlphaAnimation {
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* Quaternion::rotation_y(slow * -1.3)
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* Quaternion::rotation_z(1.4 + slow * -0.5);
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},
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Some(ToolKind::Axe) => {
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next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(0.1 + axe * 0.2)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.2);
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next.chest.position = Vec3::new(0.0, 0.0, 7.0);
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next.chest.orientation = Quaternion::rotation_z(0.2 + axe * 0.2);
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next.belt.orientation = Quaternion::rotation_z(0.2 + axe * -0.1);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.orientation = Quaternion::rotation_z(0.2 + axe * -0.2);
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next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
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next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.main.position = Vec3::new(-0.0, -2.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.control.position = Vec3::new(2.0 + axe * -7.0, 11.0, 3.0);
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next.control.orientation = Quaternion::rotation_x(1.6)
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* Quaternion::rotation_y(-2.0 + axe * 0.5)
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* Quaternion::rotation_z(PI * 0.4);
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next.lantern.orientation = Quaternion::rotation_x(0.4);
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},
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Some(ToolKind::Hammer) => {
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if let Some(ToolKind::Axe(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05; //next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.position = Vec3::new(0.0, 1.5, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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//* Quaternion::rotation_z(0.0);
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* Quaternion::rotation_z(3.14);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0),
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};
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next.control.position = Vec3::new(
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-9.0 + movement1 * 0.0 + movement2 * -0.2 + movement3 * 0.0,
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//7.0 + movement1 * -4.0 + movement2 * 5.0 + movement3 * -1.5,
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7.0 + movement1 * -4.0 + movement2 * 5.0 + movement3 * -1.5,
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2.0 + movement1 * 1.0 + movement2 * -6.0 + movement3 * 4.0,
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);
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next.control.orientation =
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//Quaternion::rotation_x(0.2 + movement1 * 0.5 + movement2 * -1.8 + movement3 * 1.6)
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Quaternion::rotation_x(0.2 + movement1 * 0.3 + movement2 * -1.8 + movement3 * 1.6)
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* Quaternion::rotation_y(
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//-0.5 + movement1 * 0.5 + movement2 * -1.0 + movement3 * 0.8,
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-0.5 + movement1 * 0.5 + movement2 * -0.7 + movement3 * 0.8,
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)
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* Quaternion::rotation_z(
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0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0,
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);
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next.control.scale = Vec3::one();
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next.chest.orientation =
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Quaternion::rotation_x(0.0 + movement1 * 0.4 + movement2 * -0.6 + movement3 * 0.4)
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* Quaternion::rotation_y(
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0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0,
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)
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* Quaternion::rotation_z(
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0.0 + movement1 * 1.5 + movement2 * -2.5 + movement3 * 1.5,
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);
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next.head.orientation =
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Quaternion::rotation_z(0.0 + movement1 * -1.0 + movement2 * 2.5 + movement3 * -1.8);
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};
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Some(ToolKind::Hammer(_)) => {
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next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
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next.hand_l.orientation =
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Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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@ -96,9 +96,76 @@ impl Animation for SpinAnimation {
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* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.5);
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next.torso.orientation = Quaternion::rotation_z(movement2 * 6.28);
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} else if let Some(ToolKind::Axe(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05; //next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.position = Vec3::new(0.0, 1.5, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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//* Quaternion::rotation_z(0.0);
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* Quaternion::rotation_z(PI);
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0),
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};
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next.control.position = Vec3::new(
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//-9.2 + movement1 * 0.0 + movement2.powf(2.0) * 9.0 + movement3 * 0.0,
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-9.2 + movement1 * 0.0 + movement2 * 9.0 + movement3 * 0.0,
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6.5 + movement1 * 0.6 + movement2 * 3.0 + movement3 * -0.0,
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//1.0 + movement1 * 7.0 + movement2.powf(2.0) * -9.5 + movement3 * -0.0,
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1.0 + (movement1 * 0.75 * PI).sin() * 5.0 + movement2 * -7.0 + movement3 * -0.0,
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);
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next.control.orientation =
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//Quaternion::rotation_x(0.5 + movement1 * 1.0 + movement2 * -2.6 + movement3 * -0.0)
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Quaternion::rotation_x(0.5 + (movement1 * 1.5 * PI).sin() * 1.0 + movement2 * -0.6 + movement3 * -0.0)
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* Quaternion::rotation_y(
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-0.2 + movement1 * 0.2 + movement2 * 0.0 + movement3 * 0.0,
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)
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* Quaternion::rotation_z(
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0.0 + movement1 * 0.0 + movement2 * 0.0 + movement3 * 0.0,
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);
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next.control.scale = Vec3::one();
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next.chest.orientation =
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Quaternion::rotation_x(0.2 + movement1 * 0.0 + movement2 * -0.5 + movement3 * 0.0)
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* Quaternion::rotation_y(
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0.0 + movement1 * -0.1 + movement2 * 0.0 + movement3 * -0.0,
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)
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* Quaternion::rotation_z(
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0.5 + movement1 * -0.6 + movement2 * 0.6 + movement3 * 0.0,
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);
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next.belt.orientation =
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Quaternion::rotation_x(0.0 + movement1 * 0.0 + movement2 * -0.0);
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next.shorts.orientation =
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Quaternion::rotation_x(0.0 + movement1 * 0.0 + movement2 * -0.0);
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next.head.orientation =
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Quaternion::rotation_y(0.0 + movement1 * 0.0 + movement3 * -0.0)
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* Quaternion::rotation_z(
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-0.3 + movement1 * 0.4 + movement2 * -0.5 + movement3 * 0.0,
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);
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next.torso.position = Vec3::new(
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0.0,
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0.0,
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-1.0 + 1.0 * (movement1 * 0.5 * PI).sin()
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+ 1.0 * (movement2 * 0.5 * PI + 0.5 * PI).sin(),
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);
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next.torso.orientation =
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Quaternion::rotation_z(movement1.powf(2.0) * -6.0 + movement2 * -0.7);
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}
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if let Some(ToolKind::Axe | ToolKind::Hammer | ToolKind::Dagger) = active_tool_kind {
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if let Some( ToolKind::Hammer(_) | ToolKind::Dagger(_)) = active_tool_kind
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{
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next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
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@ -1126,27 +1126,59 @@ impl FigureMgr {
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},
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CharacterState::ComboMelee(s) => {
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let stage_index = (s.stage - 1) as usize;
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let stage_time = s.timer.as_secs_f64();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_buildup_duration
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.as_secs_f64()
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let stage_progress = match active_tool_kind {
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Some(ToolKind::Sword(_)) => {
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let stage_time = s.timer.as_secs_f64();
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//let stage_progress = match s.stage_section {
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match s.stage_section {
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StageSection::Buildup => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_buildup_duration
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.as_secs_f64()
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},
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StageSection::Swing => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_swing_duration
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.as_secs_f64()
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},
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StageSection::Recover => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_recover_duration
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.as_secs_f64()
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},
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_ => 0.0,
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}
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},
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StageSection::Swing => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_swing_duration
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.as_secs_f64()
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Some(ToolKind::Axe(_)) => {
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let stage_time = s.timer.as_secs_f64();
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//let stage_progress = match s.stage_section {
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match s.stage_section {
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StageSection::Buildup => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_buildup_duration
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.as_secs_f64()
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},
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StageSection::Swing => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_swing_duration
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.as_secs_f64()
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},
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StageSection::Recover => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_recover_duration
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.as_secs_f64()
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},
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_ => 0.0,
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}
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},
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StageSection::Recover => {
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stage_time
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/ s.static_data.stage_data[stage_index]
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.base_recover_duration
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.as_secs_f64()
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},
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_ => 0.0,
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_ => state.state_time,
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};
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match s.stage {
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1 => anim::character::AlphaAnimation::update_skeleton(
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