Crippling gouge animation

This commit is contained in:
Sam 2022-08-11 21:03:19 -04:00
parent 4bbd7da929
commit 43b2e6bb70

View File

@ -206,17 +206,15 @@ impl Animation for ComboAnimation {
}
},
Some("common.abilities.sword.offensive_advance") => {
let (move1, move2, move3, move2alt) = if strike == current_strike {
let (move1, move2, move3) = if strike == current_strike {
match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Action) => {
(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),
_ => (0.0, 0.0, 0.0, 0.0),
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0, 1.0)
(1.0, 1.0, 0.0)
};
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
@ -312,6 +310,42 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.crippling_gouge") => {
let (move1, move2, move3) = if strike == current_strike {
match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
};
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * -1.5);
next.head.orientation = Quaternion::rotation_z(move1 * 1.1);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
next.control.orientation.rotate_y(move1 * -1.9);
next.control.orientation.rotate_z(move1 * 0.7);
next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0);
next.chest.orientation.rotate_z(move2 * 1.4);
next.head.orientation.rotate_z(move2 * -0.9);
next.belt.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.9);
next.control.orientation.rotate_z(move2 * -1.4);
next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
},
_ => {},
}
}