mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
removed weapon_id attribs, replaced with matches
This commit is contained in:
@ -2,6 +2,7 @@ use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use common::comp::item::Weapon;
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use std::{f32::consts::PI, ops::Mul};
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use vek::*;
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@ -60,7 +61,9 @@ impl Animation for CidleAnimation {
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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if skeleton_attr.weapon_id == 1.0 {
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match Weapon::Hammer {
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//TODO: Inventory
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Weapon::Sword => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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@ -84,7 +87,8 @@ impl Animation for CidleAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 2.0 {
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}
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Weapon::Axe => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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@ -108,7 +112,8 @@ impl Animation for CidleAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 3.0 {
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}
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Weapon::Hammer => {
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next.l_hand.offset = Vec3::new(-7.0, 8.25, 2.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.2)
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@ -128,7 +133,8 @@ impl Animation for CidleAnimation {
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* Quaternion::rotation_y(-1.2)
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* Quaternion::rotation_z(wave_ultra_slow * 0.2);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 4.0 {
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}
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Weapon::Staff => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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@ -152,7 +158,8 @@ impl Animation for CidleAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 5.0 {
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}
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Weapon::SwordShield => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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@ -176,7 +183,8 @@ impl Animation for CidleAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 6.0 {
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}
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Weapon::Bow => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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@ -200,7 +208,8 @@ impl Animation for CidleAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 7.0 {
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}
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Weapon::Daggers => {
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next.l_hand.offset = Vec3::new(
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-6.0 + wave_ultra_slow_cos * 1.0,
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3.5 + wave_ultra_slow_cos * 0.5,
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@ -221,6 +230,7 @@ impl Animation for CidleAnimation {
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, -1.5, 8.0 + wave_slow * 0.2);
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next.l_foot.ori = Quaternion::rotation_x(wave_ultra_slow_cos * 0.015);
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next.l_foot.scale = Vec3::one();
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@ -2,6 +2,7 @@ use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use common::comp::item::Weapon;
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use std::f32::consts::PI;
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use vek::*;
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@ -42,7 +43,9 @@ impl Animation for CjumpAnimation {
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next.shorts.ori = Quaternion::rotation_z(0.0);
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next.shorts.scale = Vec3::one();
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if skeleton_attr.weapon_id == 1.0 {
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match Weapon::Hammer {
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//TODO: Inventory
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Weapon::Sword => {
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next.l_hand.offset = Vec3::new(-7.0, 3.25, 0.25 + wave_stop * 2.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -58,7 +61,8 @@ impl Animation for CjumpAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 2.0 {
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}
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Weapon::Axe => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -74,7 +78,8 @@ impl Animation for CjumpAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 3.0 {
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}
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Weapon::Hammer => {
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next.l_hand.offset = Vec3::new(-7.0, 8.25, 2.0 + wave_stop * 2.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.2)
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@ -94,7 +99,8 @@ impl Animation for CjumpAnimation {
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* Quaternion::rotation_y(-1.2)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 4.0 {
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}
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Weapon::Staff => {
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next.l_hand.offset = Vec3::new(-7.0, 7.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.7)
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@ -114,7 +120,8 @@ impl Animation for CjumpAnimation {
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* Quaternion::rotation_y(-1.7)
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* Quaternion::rotation_z(1.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 5.0 {
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}
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Weapon::SwordShield => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -130,7 +137,8 @@ impl Animation for CjumpAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 6.0 {
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}
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Weapon::Bow => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -146,7 +154,8 @@ impl Animation for CjumpAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 7.0 {
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}
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Weapon::Daggers => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -163,6 +172,7 @@ impl Animation for CjumpAnimation {
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, 1.0, 6.0);
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next.l_foot.ori = Quaternion::rotation_x(wave_stop * -1.2 - wave_slow * 0.2);
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@ -2,6 +2,7 @@ use super::{
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super::{Animation, SkeletonAttr},
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CharacterSkeleton,
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};
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use common::comp::item::Weapon;
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use std::f32::consts::PI;
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use std::ops::Mul;
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use vek::*;
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@ -60,7 +61,9 @@ impl Animation for CrunAnimation {
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next.shorts.ori = Quaternion::rotation_z(wave * 0.6);
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next.shorts.scale = Vec3::one();
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if skeleton_attr.weapon_id == 1.0 {
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match Weapon::Hammer {
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//TODO: Inventory
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Weapon::Sword => {
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next.l_hand.offset = Vec3::new(-6.0, 3.75, 0.25);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -76,7 +79,8 @@ impl Animation for CrunAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 2.0 {
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}
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Weapon::Axe => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -92,7 +96,8 @@ impl Animation for CrunAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 3.0 {
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}
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Weapon::Hammer => {
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next.l_hand.offset = Vec3::new(-7.0, 8.25, 3.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(-1.2)
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@ -112,7 +117,8 @@ impl Animation for CrunAnimation {
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* Quaternion::rotation_y(-1.2)
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* Quaternion::rotation_z(wave * -0.25);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 4.0 {
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}
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Weapon::Staff => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -128,7 +134,8 @@ impl Animation for CrunAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 5.0 {
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}
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Weapon::SwordShield => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -144,7 +151,8 @@ impl Animation for CrunAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 6.0 {
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}
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Weapon::Bow => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -160,7 +168,8 @@ impl Animation for CrunAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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} else if skeleton_attr.weapon_id == 7.0 {
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}
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Weapon::Daggers => {
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next.l_hand.offset = Vec3::new(-6.0, 3.5, 0.0);
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next.l_hand.ori = Quaternion::rotation_x(-0.3);
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next.l_hand.scale = Vec3::one() * 1.01;
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@ -177,6 +186,7 @@ impl Animation for CrunAnimation {
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* Quaternion::rotation_z(0.0);
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next.weapon.scale = Vec3::one();
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}
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}
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next.l_foot.offset = Vec3::new(-3.4, 0.0 + wave_cos * 1.0, 6.0 - wave_cos_dub * 0.11);
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next.l_foot.ori = Quaternion::rotation_x(-0.0 - wave_cos * 1.5);
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next.l_foot.scale = Vec3::one();
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@ -54,7 +54,6 @@ pub struct SkeletonAttr {
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neck_right: f32,
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weapon_x: f32,
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weapon_y: f32,
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weapon_id: f32,
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}
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impl Default for SkeletonAttr {
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@ -67,7 +66,6 @@ impl Default for SkeletonAttr {
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neck_right: 1.0,
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weapon_x: 1.0,
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weapon_y: 1.0,
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weapon_id: 0.0,
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}
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}
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}
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@ -166,16 +164,6 @@ impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr {
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Weapon::Bow => -2.0,
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Weapon::Daggers => -2.0,
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},
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weapon_id: match Weapon::Hammer {
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// TODO: Inventory
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Weapon::Sword => 1.0,
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Weapon::Axe => 2.0,
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Weapon::Hammer => 3.0,
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Weapon::SwordShield => 4.0,
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Weapon::Staff => 5.0,
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Weapon::Bow => 6.0,
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Weapon::Daggers => 7.0,
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},
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}
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}
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}
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