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Animation for defensive bulwark
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@ -22,6 +22,7 @@ pub mod music;
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pub mod repeater;
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pub mod roll;
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pub mod run;
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pub mod selfbuff;
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pub mod shockwave;
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pub mod shoot;
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pub mod sit;
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@ -48,12 +49,12 @@ pub use self::{
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finishermelee::FinisherMeleeAnimation, glidewield::GlideWieldAnimation,
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gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
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mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation, roll::RollAnimation,
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run::RunAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation,
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sneak::SneakAnimation, sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation,
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spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
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stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
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swimwield::SwimWieldAnimation, talk::TalkAnimation, wallrun::WallrunAnimation,
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wield::WieldAnimation,
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run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
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shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
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sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
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spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
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stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
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talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
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use common::comp;
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70
voxygen/anim/src/character/selfbuff.rs
Normal file
70
voxygen/anim/src/character/selfbuff.rs
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@ -0,0 +1,70 @@
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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use core::f32::consts::PI;
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pub struct SelfBuffAnimation;
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impl Animation for SelfBuffAnimation {
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type Dependency<'a> = (Option<&'a str>, Option<StageSection>);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_self_buff\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_self_buff")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(ability_id, stage_section): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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match ability_id {
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Some("common.abilities.sword.defensive_bulwark") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Movement) => (anim_time.powf(0.25), 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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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 =
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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 =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -PI / 2.0);
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next.foot_r.position += Vec3::new(move1 * 2.0, move1 * -3.0, 0.0);
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next.foot_r.orientation.rotate_z(move1 * -1.5);
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.control.orientation.rotate_x(move1 * 0.4);
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next.control.orientation.rotate_y(move1 * -0.8);
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next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
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next.hand_l.orientation.rotate_y(move1 * PI);
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next.hand_l.position += Vec3::new(0.0, 0.0, move1 * 7.0);
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next.hand_l.position += Vec3::new(0.0, 0.0, move2 * 20.0);
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},
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_ => {},
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}
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next
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}
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}
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@ -1217,6 +1217,28 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::SelfBuff(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.cast_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::character::SelfBuffAnimation::update_skeleton(
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&target_base,
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(ability_id, Some(s.stage_section)),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::ChargedRanged(s) => {
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let stage_time = s.timer.as_secs_f32();
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