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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
axeleap tweaks
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parent
691acd730d
commit
64f72a73f9
@ -18,7 +18,6 @@ impl CharacterBehavior for Data {
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handle_ability3_input(&data, &mut update);
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handle_dodge_input(&data, &mut update);
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update
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}
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@ -118,13 +118,13 @@ impl Animation for ChargeswingAnimation {
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * -2.5 - 3.5,
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2.0 + skeleton_attr.foot.2 + ((footvertl * -1.2).max(-1.0)),
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skeleton_attr.foot.2 + ((footvertl * -1.2).max(-1.0)),
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);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * -2.5 + 6.0,
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2.0 + skeleton_attr.foot.2 + ((footvertr * -1.2).max(-1.0)),
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skeleton_attr.foot.2 + ((footvertr * -1.2).max(-1.0)),
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);
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next.l_foot.orientation =
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@ -102,7 +102,7 @@ impl Animation for LeapAnimation {
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},
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StageSection::Swing => {
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next.control.position =
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Vec3::new(-4.0, 12.0 + movement * 13.0, 6.0 + movement * -7.0);
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Vec3::new(-4.0, 12.0 + movement * 5.0, 6.0 + movement * -7.0);
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next.control.orientation = Quaternion::rotation_x(0.3 + movement * -3.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.0 + movement * 0.5);
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@ -130,7 +130,7 @@ impl Animation for LeapAnimation {
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next.r_foot.orientation = Quaternion::rotation_x(-0.8);
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(-4.0, 25.0, -1.0);
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next.control.position = Vec3::new(-4.0, 17.0, -1.0);
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next.control.orientation = Quaternion::rotation_x(-2.7)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.5);
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@ -185,19 +185,31 @@ impl Animation for LeapAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(movement * 0.5);
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next.head.orientation = Quaternion::rotation_x(0.0 + movement * -0.4)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(movement * -0.4);
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next.head.orientation = Quaternion::rotation_x(0.0 + movement * -0.4);
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next.l_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2 - 8.0,
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);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0 - movement * 6.0,
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skeleton_attr.foot.2 + 6.0 - movement * 6.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2 - 8.0,
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);
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next.r_foot.orientation = Quaternion::rotation_x(0.6 + movement * -0.4);
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next.l_foot.orientation = Quaternion::rotation_x(movement * 0.9);
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next.r_foot.orientation = Quaternion::rotation_x(movement * 0.9);
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next.belt.orientation = Quaternion::rotation_x(movement * 0.22);
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next.shorts.orientation = Quaternion::rotation_x(movement * 0.3);
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
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next.torso.position =
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Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
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},
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StageSection::Movement => {
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@ -205,83 +217,108 @@ impl Animation for LeapAnimation {
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0.0, 12.0, //11
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15.0,
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);
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler;
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next.control.orientation = Quaternion::rotation_x(0.8 + movement * -0.5)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(PI);
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next.chest.orientation =
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Quaternion::rotation_x((-0.3 + movement * 6.0).min(0.3))
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.orientation = Quaternion::rotation_x(-0.4 + movement * 0.4)
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* Quaternion::rotation_y(movement * -0.1)
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* Quaternion::rotation_z(movement * 0.4);
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next.torso.orientation = Quaternion::rotation_x(-0.3 + movement * 6.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.orientation = Quaternion::rotation_x(-0.4 + movement * 0.4);
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 + 5.0,
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skeleton_attr.foot.1 + movement * 4.0,
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skeleton_attr.foot.2 - 8.0 + movement * 3.0,
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);
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next.l_foot.orientation = Quaternion::rotation_x(0.9);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 + 5.0,
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skeleton_attr.foot.1 + movement * 4.0,
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skeleton_attr.foot.2 - 8.0 + movement * 3.0,
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);
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next.r_foot.orientation = Quaternion::rotation_x(0.9);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
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next.torso.position =
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Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
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next.torso.orientation = Quaternion::rotation_x(movement * -1.8 * PI);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.belt.orientation = Quaternion::rotation_x(0.22 + movement * 0.1);
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next.shorts.orientation = Quaternion::rotation_x(0.3 + movement * 0.1);
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
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next.torso.position =
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Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
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},
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StageSection::Swing => {
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next.control.position =
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Vec3::new(0.0, 12.0 + movement * 3.0, 15.0 + movement * -15.0);
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next.control.orientation = Quaternion::rotation_x(0.3 + movement * -1.2)
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next.control.orientation = Quaternion::rotation_x(0.3 + movement * -1.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(PI);
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next.chest.orientation = Quaternion::rotation_x(0.6 + movement * -0.2)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.7 + movement * -0.7);
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next.head.orientation = Quaternion::rotation_x(movement * 0.2)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(-0.6 + movement * 0.6);
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next.l_hand.position = Vec3::new(-12.0 + movement * 8.0, 0.0, 0.0);
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next.head.orientation = Quaternion::rotation_x(movement * 0.2);
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next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 - 5.0,
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skeleton_attr.foot.1 + 4.0 + movement * -8.0,
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skeleton_attr.foot.2 - 5.0 + movement * -3.0,
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);
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next.l_foot.orientation = Quaternion::rotation_x(0.9);
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next.l_foot.orientation = Quaternion::rotation_x(0.9 - movement * 1.8);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 5.0,
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skeleton_attr.foot.2,
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skeleton_attr.foot.1 + 4.0 + movement * -8.0,
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skeleton_attr.foot.2 - 5.0 + movement * -3.0,
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);
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next.r_foot.orientation = Quaternion::rotation_x(-0.8);
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next.r_foot.orientation = Quaternion::rotation_x(0.9 - movement * 1.8);
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next.torso.orientation =
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Quaternion::rotation_x(-1.9 * PI - movement * 0.3 * PI);
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Quaternion::rotation_x(-1.9 * PI - movement * 0.2 * PI);
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
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next.torso.position =
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Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
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},
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StageSection::Recover => {
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next.control.position = Vec3::new(-4.0, 20.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-0.9)
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next.control.position = Vec3::new(0.0, 15.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-0.7)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(PI);
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next.chest.orientation = Quaternion::rotation_x(-0.3 + movement * 0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.orientation = Quaternion::rotation_x(0.2)
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* Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.0);
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next.l_hand.position = Vec3::new(-2.0, 0.0, 0.0);
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next.head.orientation = Quaternion::rotation_x(0.2);
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next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
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next.chest.position =
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Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1 - 8.0);
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next.torso.position =
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Vec3::new(0.0, 0.0, 0.0 + 8.0) * skeleton_attr.scaler / 11.0;
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next.torso.orientation =
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Quaternion::rotation_x(-6.7 + movement * -0.1 * PI);
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 4.0,
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skeleton_attr.foot.2 - 8.0,
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);
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next.l_foot.orientation = Quaternion::rotation_x(-0.9);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 4.0,
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skeleton_attr.foot.2 - 8.0,
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);
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next.r_foot.orientation = Quaternion::rotation_x(-0.9);
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},
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_ => {},
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}
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