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Crippling finisher animation
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parent
919e515098
commit
4bbd7da929
@ -42,6 +42,7 @@ impl Animation for FinisherMeleeAnimation {
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(
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s_a.sc.0 + move2 * 12.0,
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s_a.sc.1,
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@ -70,6 +71,7 @@ impl Animation for FinisherMeleeAnimation {
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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@ -98,6 +100,47 @@ impl Animation for FinisherMeleeAnimation {
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next.control.position += Vec3::new(0.0, 0.0, move3 * 4.0);
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next.control.orientation.rotate_x(move3 * 0.6);
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},
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Some("common.abilities.sword.crippling_finisher") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.5), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let move1alt1 = move1.min(0.5) * 2.0;
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let move1alt2 = (move1.max(0.5) - 0.5) * 2.0;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3 + move1alt2 * PI)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + move1alt1 * -12.0,
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-4.0 + move1alt1 * 3.0,
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-2.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(0.9 + move1 * 0.5 + move1alt1 * PI);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.control.position += Vec3::new(
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move1 * 6.0,
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(1.0 - (move1 - 0.5).abs() * 2.0) * 3.0,
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move1 * 22.0,
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);
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next.control.orientation.rotate_x(move1 * -1.5);
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next.chest.orientation = Quaternion::rotation_x(move2 * -0.4);
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next.head.orientation = Quaternion::rotation_x(move2 * 0.2);
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next.belt.orientation = Quaternion::rotation_x(move2 * 0.4);
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next.shorts.orientation = Quaternion::rotation_x(move2 * 0.8);
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next.control.orientation.rotate_x(move2 * -0.4);
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next.control.position += Vec3::new(0.0, 0.0, move2 * -10.0);
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next.belt.position += Vec3::new(0.0, move2 * 2.0, move2 * 0.0);
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next.shorts.position += Vec3::new(0.0, move2 * 4.0, move2 * 1.0);
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next.chest.position += Vec3::new(0.0, move2 * -2.5, 0.0);
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},
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_ => {},
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}
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