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Feint draft + tweaks
"Rebase"
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@ -100,7 +100,7 @@ impl Animation for MultiAction {
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2alt * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2alt * -0.36)
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* Quaternion::rotation_z(move1 * -0.6 + move2alt * 0.72);
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* Quaternion::rotation_z(move1 * -0.3 + move2alt * 0.72);
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next.belt.orientation =
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Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
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next.shorts.orientation =
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@ -153,12 +153,12 @@ impl Animation for MultiAction {
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
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* Quaternion::rotation_z(move1 * 0.6 + move2 * -1.0);
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.6 + move2 * 0.72);
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.control.orientation.rotate_x(move1 * 1.2);
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next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
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next.control.orientation.rotate_y(move1 * -1.6);
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@ -231,19 +231,18 @@ impl Animation for MultiAction {
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.head.orientation =
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Quaternion::rotation_y(move1 * -0.4)
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* Quaternion::rotation_z(move1 * -0.7);
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Quaternion::rotation_y(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(move1 * -8.0, 0.0, move1 * 5.0);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -2.4);
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next.head.orientation.rotate_y(move2 * 0.6);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.belt.orientation.rotate_z(move2 * 0.8);
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next.shorts.orientation.rotate_z(move2 * 1.5);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.orientation.rotate_z(move2 * -3.8);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
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},
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Some("common.abilities.sword.agile_feint") => {
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@ -258,34 +257,53 @@ impl Animation for MultiAction {
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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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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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// Right feint if x < 0, else left
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if d.move_dir.x < 0.0 {
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
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if move_dir.x < 0.0 {
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
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* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
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next.control.orientation.rotate_y(move1 * 1.5);
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next.control.position += Vec3::new(move1 * 12.0, 6.0, 0.0);
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next.control.orientation =
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Quaternion::rotation_x(move1 * 0.2)
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* Quaternion::rotation_y(move1 * -1.7)
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* Quaternion::rotation_z(move1 * 0.7);
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next.chest.orientation.rotate_z(move2 * -0.4);
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next.head.orientation.rotate_z(move2 * 0.2);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.belt.orientation.rotate_z(move2 * 0.1);
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next.control.orientation.rotate_z(move2 * -0.4);
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next.control.orientation.rotate_z(move2 * -1.9);
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next.control.position += Vec3::new(move2 * 5.0, move2 * 2.0, 0.0);
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} else {
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.5);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
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* Quaternion::rotation_z(move1 * -1.2 + move2 * 2.0);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.head.orientation =
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Quaternion::rotation_y(move1 * -0.2 + move2 * 0.24)
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* Quaternion::rotation_z(move1 * -0.3 + move2 * 0.36)
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* Quaternion::rotation_z(move1 * 0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_y(move1 * -1.5);
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next.chest.orientation.rotate_z(move2 * 0.4);
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next.head.orientation.rotate_z(move2 * -0.2);
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next.control.position += Vec3::new(move1 * -6.0, 6.0, 0.0);
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next.control.orientation =
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Quaternion::rotation_x(move1 * 0.2)
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* Quaternion::rotation_y(move1 * 1.7)
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* Quaternion::rotation_z(move1 * -0.7);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.belt.orientation.rotate_z(move2 * -0.1);
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next.control.orientation.rotate_z(move2 * 0.4);
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next.control.orientation.rotate_z(move2 * 1.9);
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next.control.position += Vec3::new(move2 * -5.0, move2 * 2.0, 0.0);
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}
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},
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