mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
spins, combos
This commit is contained in:
parent
97528b7954
commit
42460f7e65
@ -3,7 +3,7 @@ SpinMelee(
|
||||
swing_duration: 0.6,
|
||||
recover_duration: 0.2,
|
||||
base_damage: 70,
|
||||
base_poise_damage: 55,
|
||||
base_poise_damage: 25,
|
||||
knockback: ( strength: 0.0, direction: Away),
|
||||
range: 3.5,
|
||||
damage_effect: None,
|
||||
|
@ -47,12 +47,15 @@ impl Animation for AlphaAnimation {
|
||||
|
||||
let (move1, move2, move3, move2h) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0, anim_time.powf(0.25)),
|
||||
Some(StageSection::Swing) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0), /* hmm maybe don' */
|
||||
// t complete the
|
||||
// recovery?
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
|
||||
@ -64,28 +67,22 @@ impl Animation for AlphaAnimation {
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(move1 * 1.5 + (move2 * 1.75).sin() * -3.0 + move3 * 0.5);
|
||||
Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.5);
|
||||
|
||||
next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(
|
||||
move1 * -0.9 + (move2 * 1.75).sin() * 2.5 + move3 * -0.5,
|
||||
);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.5);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0. + move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
|
||||
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0. + move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
|
||||
* Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0)
|
||||
@ -104,8 +101,6 @@ impl Animation for AlphaAnimation {
|
||||
let pullback = (1.0 - move3);
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x((moveret1 * 0.1 + moveret2 * 0.3))
|
||||
@ -135,17 +130,22 @@ impl Animation for AlphaAnimation {
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0,
|
||||
s_a.sc.0 + move2 * 10.0,
|
||||
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
|
||||
s_a.sc.2 + move1 * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.5)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 + move1 * -1.0 + move2 * -0.6 + move3 * 1.0,
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.2 + move2 * 1.3);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.57);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
@ -200,51 +200,47 @@ impl Animation for AlphaAnimation {
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer)
|
||||
| Some(ToolKind::HammerSimple)
|
||||
| Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
2.0 + move1 * 16.0 + move2 * -19.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
2.0 + move1 * 16.0 + move2 * -19.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
|
||||
|
@ -6,6 +6,7 @@ use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct BetaAnimation;
|
||||
|
||||
@ -49,29 +50,96 @@ impl Animation for BetaAnimation {
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(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.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.chest.orientation = Quaternion::rotation_x(0.15)
|
||||
* Quaternion::rotation_y((-0.1) * (1.0 - move3))
|
||||
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3));
|
||||
next.head.orientation = Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
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.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * (1.0 - move3),
|
||||
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * (1.0 - move3),
|
||||
s_a.sc.2 + (-1.9 + move1 * 2.5 * (1.0 - move3)),
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - move3))
|
||||
* Quaternion::rotation_y(s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3))
|
||||
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + move2 * 1.57) * (1.0 - move3));
|
||||
next.chest.orientation = Quaternion::rotation_x(0.15)
|
||||
* Quaternion::rotation_y((-0.1) * (1.0 - move3))
|
||||
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3));
|
||||
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - move3));
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * (1.0 - move3),
|
||||
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * (1.0 - move3),
|
||||
s_a.sc.2 + (-1.9 + move1 * 2.5 * (1.0 - move3)),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - move3))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3),
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.sc.5 + (1.67 + move2 * 1.57) * (1.0 - move3),
|
||||
);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-3.7 + move1 * 0.5)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-2.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -34,13 +34,9 @@ impl Animation for JumpAnimation {
|
||||
let mut next = (*skeleton).clone();
|
||||
let slow = (anim_time * 7.0).sin();
|
||||
|
||||
let random =
|
||||
((((2.0 * ((global_time - anim_time) - ((global_time - anim_time).round()))).abs())
|
||||
* 10.0)
|
||||
.round())
|
||||
/ 10.0;
|
||||
|
||||
let switch = if random > 0.5 { 1.0 } else { -1.0 };
|
||||
let subtract = global_time - anim_time as f32;
|
||||
let check = subtract - subtract.trunc();
|
||||
let switch = (check - 0.5).signum();
|
||||
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
let speednorm = (speed / 10.0).min(1.0);
|
||||
@ -90,7 +86,7 @@ impl Animation for JumpAnimation {
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(speednorm * 0.5) * Quaternion::rotation_z(tilt * 3.0);
|
||||
|
||||
if random > 0.5 {
|
||||
if switch > 0.0 {
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
1.0 + s_a.hand.1 + 4.0,
|
||||
@ -194,11 +190,33 @@ impl Animation for JumpAnimation {
|
||||
next.torso.orientation = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -169,38 +169,34 @@ impl Animation for LeapAnimation {
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0 + move3 * 4.0, 8.0 + move3 * 8.0, 2.0 + move3 * -4.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * -2.0)
|
||||
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.9);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer)
|
||||
| Some(ToolKind::HammerSimple)
|
||||
| Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move2 * -5.0 + move3 * 9.0,
|
||||
2.0 + move2 * 8.0 + move3 * -12.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0 + move3 * 4.0, 8.0 + move3 * 8.0, 2.0 + move3 * -4.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * -2.0)
|
||||
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.9);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move2 * -5.0 + move3 * 9.0,
|
||||
2.0 + move2 * 8.0 + move3 * -12.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
|
@ -253,11 +253,34 @@ impl Animation for RunAnimation {
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
|
||||
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -29,7 +29,7 @@ impl Animation for SpinAnimation {
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(
|
||||
active_tool_kind,
|
||||
_active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
@ -51,68 +51,37 @@ impl Animation for SpinAnimation {
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let movement1 = movement1base * pullback;
|
||||
let movement2 = movement2base * pullback;
|
||||
|
||||
let move1 = movement1base * pullback;
|
||||
let move2 = movement2base * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
match active_tool_kind {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(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.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1 * 2.0 + movement2 * -12.0 + movement3 * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1 * 0.6 + movement2 * -15.0 + movement3 * -10.0,
|
||||
s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 - 0.6 + movement1 * 0.0 + movement2 * -1.7,
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57);
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + 2.0 + movement2 * -2.0,
|
||||
2.0 + movement2 * -2.0 + s_a.head.0,
|
||||
0.0 + 2.0 + move2 * -2.0,
|
||||
2.0 + move2 * -2.0 + s_a.head.0,
|
||||
s_a.head.1,
|
||||
);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15)
|
||||
* Quaternion::rotation_y(
|
||||
movement1 * -0.1 + movement2 * 0.15 + movement3 * -0.1,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
-1.0 + movement1 * -0.6 + movement2 * 1.0 + movement3 * 0.5,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
|
||||
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
|
||||
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 0.5);
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 0.5);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 1.5);
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 1.5);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1)
|
||||
* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.1);
|
||||
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
|
||||
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
@ -120,19 +89,6 @@ impl Animation for SpinAnimation {
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0),
|
||||
s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0),
|
||||
s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0),
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5),
|
||||
);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
|
||||
@ -170,9 +126,134 @@ impl Animation for SpinAnimation {
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
|
||||
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
|
||||
* Quaternion::rotation_z(movement2 * 0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(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.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + move1 * 2.0 + move2 * -7.0,
|
||||
s_a.sc.1 + 8.0 + move1 * 0.6 + move2 * -15.0,
|
||||
s_a.sc.2 + 1.0 + move1 * 0.6 + move2 * 1.5,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + move1 * -1.2)
|
||||
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + move1 * 0.0 + move2 * -0.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + move1 * 1.57);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
let (move1, move2, _move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-7.0 + move2 * -5.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-2.7 + move1 * -1.0 + move2 * 2.0)
|
||||
* Quaternion::rotation_z(1.5 + move1 * PI);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-2.0 + move1 * -5.0,
|
||||
18.0 + move1 * -10.0,
|
||||
6.0 + move1 * -10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
|
||||
* Quaternion::rotation_y(-3.7)
|
||||
* Quaternion::rotation_z(1.5 + move2 * 1.57);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
|
||||
* Quaternion::rotation_z(1.5 + move1 * PI);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
12.0 + move1 * -10.0,
|
||||
18.0 + move1 * -10.0,
|
||||
4.0 + move1 * -2.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
|
||||
* Quaternion::rotation_y(-3.3)
|
||||
* Quaternion::rotation_z(1.5 + move2 * 1.57);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -30,7 +30,7 @@ impl Animation for SpinMeleeAnimation {
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(
|
||||
active_tool_kind,
|
||||
_active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
@ -157,13 +157,15 @@ impl Animation for SpinMeleeAnimation {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
|
||||
* Quaternion::rotation_z(move1 * 1.57);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_z(move1 * -1.57);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
@ -177,14 +179,17 @@ impl Animation for SpinMeleeAnimation {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2)
|
||||
* Quaternion::rotation_y(move1 * 0.8)
|
||||
* Quaternion::rotation_z(move1 * 1.57);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6)
|
||||
* Quaternion::rotation_z(move1 * -1.57);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
@ -117,29 +117,25 @@ impl Animation for StandAnimation {
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
@ -149,12 +145,10 @@ impl Animation for StandAnimation {
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.second.scale = Vec3::one();
|
||||
|
||||
next.second.scale = match hands {
|
||||
(None, Some(Hands::One)) | (Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -48,7 +48,7 @@ impl Animation for WieldAnimation {
|
||||
*rate = 1.0;
|
||||
let lab: f32 = 1.0;
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
|
||||
let speednorm = speed / 9.5;
|
||||
let mut next = (*skeleton).clone();
|
||||
let head_look = Vec2::new(
|
||||
(global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2,
|
||||
@ -102,7 +102,7 @@ impl Animation for WieldAnimation {
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
if speed > 0.2 && velocity.z == 0.0 {
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7)
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7 * speednorm)
|
||||
* Quaternion::rotation_y(strafe * 0.2)
|
||||
* Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs()));
|
||||
next.head.orientation =
|
||||
@ -345,7 +345,7 @@ impl Animation for WieldAnimation {
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (Some(Hands::One), None) => {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
@ -354,7 +354,7 @@ impl Animation for WieldAnimation {
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) | (None, Some(Hands::One)) => {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
|
@ -1161,29 +1161,21 @@ impl FigureMgr {
|
||||
)
|
||||
},
|
||||
CharacterState::LeapMelee(s) => {
|
||||
let stage_progress = match active_tool_kind {
|
||||
Some(ToolKind::Axe | ToolKind::Hammer) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time
|
||||
/ s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time
|
||||
/ s.static_data.movement_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time
|
||||
/ s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
_ => state.state_time,
|
||||
StageSection::Movement => {
|
||||
stage_time / s.static_data.movement_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::character::LeapAnimation::update_skeleton(
|
||||
@ -1203,25 +1195,18 @@ impl FigureMgr {
|
||||
)
|
||||
},
|
||||
CharacterState::SpinMelee(s) => {
|
||||
let stage_progress = match active_tool_kind {
|
||||
Some(ToolKind::Axe | ToolKind::Sword) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time
|
||||
/ s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time
|
||||
/ s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
_ => state.state_time,
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::character::SpinMeleeAnimation::update_skeleton(
|
||||
|
Loading…
Reference in New Issue
Block a user