mirror of
https://gitlab.com/veloren/veloren.git
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Merge branch 'ubruntu/dagger-ux' into 'master'
Dagger UX See merge request veloren/veloren!3072
This commit is contained in:
commit
4d85ae4f60
@ -5,7 +5,7 @@ ItemDef(
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kind: Dagger,
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hands: One,
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stats: Direct((
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equip_time_secs: 0.0,
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equip_time_secs: 0.2,
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power: 1.8,
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effect_power: 2.0,
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speed: 1.0,
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@ -5,7 +5,7 @@ ItemDef(
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kind: Dagger,
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hands: One,
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stats: Direct((
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equip_time_secs: 0.0,
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equip_time_secs: 0.2,
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power: 2.0,
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effect_power: 1.0,
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speed: 1.0,
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@ -5,7 +5,7 @@ ItemDef(
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kind: Dagger,
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hands: One,
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stats: Direct((
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equip_time_secs: 0.3,
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equip_time_secs: 0.2,
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power: 1.0,
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effect_power: 0.5,
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speed: 1.0,
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@ -62,6 +62,7 @@ Is the client up to date?"#,
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"common.species.danari": "Danari",
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"common.weapons.axe": "Axe",
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"common.weapons.dagger": "Dagger",
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"common.weapons.greatsword": "Greatsword",
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"common.weapons.shortswords": "Shortswords",
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"common.weapons.sword": "Sword",
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BIN
assets/voxygen/voxel/weapon/dagger/dagger_basic-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/dagger/dagger_basic-0.vox
(Stored with Git LFS)
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BIN
assets/voxygen/voxel/weapon/dagger/dagger_cult-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/dagger/dagger_cult-0.vox
(Stored with Git LFS)
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BIN
assets/voxygen/voxel/weapon/dagger/dagger_rusty.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/dagger/dagger_rusty.vox
(Stored with Git LFS)
Binary file not shown.
@ -48,7 +48,7 @@ impl Animation for AlphaAnimation {
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next.torso.orientation = Quaternion::rotation_z(0.0);
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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Some(ToolKind::Sword | ToolKind::Dagger) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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@ -192,7 +192,7 @@ impl Animation for AlphaAnimation {
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match hands {
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(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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Some(ToolKind::Sword | ToolKind::Dagger) => {
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next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
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@ -233,7 +233,7 @@ impl Animation for AlphaAnimation {
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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Some(ToolKind::Sword | ToolKind::Dagger) => {
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next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
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@ -110,6 +110,11 @@ impl Animation for IdleAnimation {
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match hands {
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(Some(Hands::One), _) => match active_tool_kind {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(5.0, 1.0, 2.0);
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next.main.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
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},
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.main.position = Vec3::new(-4.0, -5.0, 10.0);
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next.main.orientation =
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@ -122,6 +127,11 @@ impl Animation for IdleAnimation {
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(-5.0, 1.0, 2.0);
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next.second.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
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},
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.second.position = Vec3::new(4.0, -6.0, 10.0);
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next.second.orientation =
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@ -144,9 +144,9 @@ impl Animation for JumpAnimation {
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match main_tool {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(-4.0, -5.0, 7.0);
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next.main.position = Vec3::new(5.0, 1.0, 2.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.main.position = Vec3::new(-0.0, -5.0, 3.0);
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@ -172,9 +172,9 @@ impl Animation for JumpAnimation {
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match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(4.0, -6.0, 7.0);
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next.second.position = Vec3::new(-5.0, 1.0, 2.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.second.position = Vec3::new(0.0, -4.0, 3.0);
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@ -208,9 +208,9 @@ impl Animation for RunAnimation {
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match main_tool {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(-4.0, -5.0, 7.0);
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next.main.position = Vec3::new(5.0, 1.0, 2.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.main.position = Vec3::new(-0.0, -5.0, 3.0);
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@ -236,9 +236,9 @@ impl Animation for RunAnimation {
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match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(4.0, -6.0, 7.0);
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next.second.position = Vec3::new(-5.0, 1.0, 2.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.second.position = Vec3::new(0.0, -4.0, 3.0);
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@ -314,7 +314,8 @@ impl Animation for SneakWieldAnimation {
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match hands {
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(Some(Hands::One), _) => {
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next.control_l.position = Vec3::new(-7.0, 6.0, 5.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
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next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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@ -323,7 +324,8 @@ impl Animation for SneakWieldAnimation {
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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next.control_r.position = Vec3::new(7.0, 6.0, 5.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
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next.hand_r.position = Vec3::new(1.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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@ -132,23 +132,42 @@ impl Animation for StandAnimation {
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match hands {
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(Some(Hands::One), _) => match active_tool_kind {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(5.0, 1.0, 2.0);
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next.main.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
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},
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.main.position = Vec3::new(-4.0, -5.0, 10.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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},
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Some(ToolKind::Shield) => {
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next.main.position = Vec3::new(-0.0, -4.0, 3.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(-5.0, 1.0, 2.0);
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next.second.orientation =
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
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},
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Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
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next.second.position = Vec3::new(4.0, -6.0, 10.0);
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next.second.orientation =
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Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(-PI / 2.0);
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},
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Some(ToolKind::Shield) => {
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next.second.position = Vec3::new(0.0, -4.0, 3.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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},
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_ => {},
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},
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(_, _) => {},
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@ -179,9 +179,9 @@ impl Animation for SwimAnimation {
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match main_tool {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(-4.0, -5.0, 7.0);
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next.main.position = Vec3::new(5.0, 1.0, 2.0);
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next.main.orientation =
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Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.main.position = Vec3::new(-0.0, -5.0, 3.0);
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@ -207,9 +207,9 @@ impl Animation for SwimAnimation {
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match second_tool_kind {
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Some(ToolKind::Dagger) => {
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next.second.position = Vec3::new(4.0, -6.0, 7.0);
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next.second.position = Vec3::new(-5.0, 1.0, 2.0);
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next.second.orientation =
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Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
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Quaternion::rotation_x(-1.35 * PI) * Quaternion::rotation_z(-2.0 * PI);
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},
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Some(ToolKind::Shield) => {
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next.second.position = Vec3::new(0.0, -4.0, 3.0);
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@ -291,7 +291,8 @@ impl Animation for WieldAnimation {
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match hands {
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(Some(Hands::One), _) => {
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next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(0.2);
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next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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@ -300,7 +301,8 @@ impl Animation for WieldAnimation {
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(-0.2);
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next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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