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@ -262,6 +262,8 @@ impl Tool {
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max_angle: 30.0,
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charge_duration: Duration::from_millis(1200),
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swing_duration: Duration::from_millis(400),
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recover_duration: Duration::from_millis(100),
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},
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LeapMelee {
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energy_cost: 700,
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buildup_duration: Duration::from_millis(100),
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@ -60,7 +60,6 @@ impl<'a> System<'a> for Sys {
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ReadStorage<'a, Invite>,
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Read<'a, TimeOfDay>,
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ReadStorage<'a, LightEmitter>,
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ReadStorage<'a, Energy>,
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);
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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@ -90,7 +89,6 @@ impl<'a> System<'a> for Sys {
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invites,
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time_of_day,
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light_emitter,
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energies,
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): Self::SystemData,
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) {
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let start_time = std::time::Instant::now();
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@ -111,7 +109,6 @@ impl<'a> System<'a> for Sys {
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mount_state,
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group,
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light_emitter,
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energy,
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) in (
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&entities,
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&energies,
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@ -128,7 +125,6 @@ impl<'a> System<'a> for Sys {
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mount_states.maybe(),
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groups.maybe(),
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light_emitter.maybe(),
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&energies,
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)
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.join()
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{
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@ -42,12 +42,12 @@ impl Animation for BeamAnimation {
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.l_hand.position = Vec3::new(0.0, 0.0, -4.0);
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next.l_hand.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(0.0, 0.0, 2.0);
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next.r_hand.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
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next.hand_l.scale = Vec3::one() * 1.05;
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next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 0.0, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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@ -81,7 +81,7 @@ impl Animation for BeamAnimation {
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next.head.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_z(0.0);
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next.l_hand.position = Vec3::new(
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next.hand_l.position = Vec3::new(
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0.0 + movement * -1.0,
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0.0 + movement * -5.0,
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-4.0 + movement * 19.0,
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@ -90,20 +90,20 @@ impl Animation for BeamAnimation {
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if velocity < 0.5 {
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next.head.orientation = Quaternion::rotation_z(movement * -0.5);
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next.l_foot.position = Vec3::new(
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + movement * -3.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation = Quaternion::rotation_x(movement * -0.5)
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next.foot_l.orientation = Quaternion::rotation_x(movement * -0.5)
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* Quaternion::rotation_z(movement * 0.5);
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next.r_foot.position = Vec3::new(
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + movement * 4.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.orientation = Quaternion::rotation_z(movement * 0.5);
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next.foot_r.orientation = Quaternion::rotation_z(movement * 0.5);
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next.chest.orientation = Quaternion::rotation_x(movement * -0.2)
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* Quaternion::rotation_z(movement * 0.5);
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next.belt.orientation = Quaternion::rotation_x(movement * 0.1)
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@ -119,31 +119,31 @@ impl Animation for BeamAnimation {
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* Quaternion::rotation_y(-1.25 + fast * 0.07)
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* Quaternion::rotation_z(-1.7 + slowmid * 0.3);
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next.l_hand.position = Vec3::new(
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next.hand_l.position = Vec3::new(
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-1.0 + slow * 3.5,
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-5.0 + slow * -2.0 + fast * -1.5,
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15.0 + slowalt * 3.5,
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);
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next.l_hand.orientation = Quaternion::rotation_x(1.57)
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next.hand_l.orientation = Quaternion::rotation_x(1.57)
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* Quaternion::rotation_y(-1.1 + slowmid * -0.3)
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* Quaternion::rotation_z(-2.8);
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if velocity < 0.5 {
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next.head.orientation = Quaternion::rotation_z(-0.5 + fast * 0.05);
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next.l_foot.position = Vec3::new(
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 3.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(0.5);
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next.r_foot.position = Vec3::new(
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next.foot_r.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,
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);
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next.r_foot.orientation = Quaternion::rotation_z(0.5);
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next.foot_r.orientation = Quaternion::rotation_z(0.5);
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next.chest.orientation = Quaternion::rotation_x(-0.2 + slow * 0.05)
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* Quaternion::rotation_z(0.5);
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next.belt.orientation =
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@ -164,33 +164,33 @@ impl Animation for BeamAnimation {
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Quaternion::rotation_x(-1.5 + movement * 1.2)
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* Quaternion::rotation_y(-1.25 + movement * 1.4)
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* Quaternion::rotation_z(-1.7 + movement * 1.7);
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next.l_hand.position = Vec3::new(
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next.hand_l.position = Vec3::new(
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-1.0 + movement,
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-5.0 + movement * 5.0,
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15.0 + movement * -19.0,
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);
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next.l_hand.orientation =
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next.hand_l.orientation =
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Quaternion::rotation_x(1.57 + movement * -0.3)
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* Quaternion::rotation_y(-1.1 + movement * 1.1)
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* Quaternion::rotation_z(-2.8 + movement * 2.8);
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if velocity < 0.5 {
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next.head.orientation = Quaternion::rotation_z(movement * 0.5);
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next.l_foot.position = Vec3::new(
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 - 3.0 + movement * 3.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.5 + movement * 0.5)
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* Quaternion::rotation_z(0.5 + movement * -0.5);
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next.r_foot.position = Vec3::new(
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 4.0 + movement * -4.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.orientation =
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next.foot_r.orientation =
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Quaternion::rotation_z(0.5 + movement * -0.5);
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next.chest.orientation =
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Quaternion::rotation_x(-0.2 + movement * 0.2)
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@ -148,16 +148,16 @@ impl Animation for ChargeAnimation {
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next.control.scale = Vec3::one();
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},
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Some(ToolKind::Hammer(_)) => {
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next.l_hand.position = Vec3::new(-8.0, -2.0 + stop * -1.0, 13.0);
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next.l_hand.orientation = Quaternion::rotation_x(2.1)
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next.hand_l.position = Vec3::new(-8.0, -2.0 + stop * -1.0, 13.0);
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next.hand_l.orientation = Quaternion::rotation_x(2.1)
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* Quaternion::rotation_y(0.7)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(-11.0, 2.0, 6.0);
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next.r_hand.orientation = Quaternion::rotation_x(1.8)
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next.hand_l.scale = Vec3::one() * 1.05;
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next.hand_r.position = Vec3::new(-11.0, 2.0, 6.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.8)
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* Quaternion::rotation_y(2.3)
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* Quaternion::rotation_z(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(-12.0, 1.0, 4.0);
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next.main.orientation = Quaternion::rotation_x(0.3)
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* Quaternion::rotation_y(0.3)
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@ -65,12 +65,12 @@ impl Animation for ChargeswingAnimation {
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.sqrt())
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* ((anim_time as f32 * 8.0 * lab as f32 + PI * 0.4).sin());
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if let Some(ToolKind::Hammer(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-12.0, 0.0, 0.0);
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next.l_hand.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(2.0, 0.0, 0.0);
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next.r_hand.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0);
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next.hand_l.scale = Vec3::one() * 1.08;
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next.hand_r.position = Vec3::new(2.0, 0.0, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.hand_r.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57);
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@ -115,43 +115,43 @@ impl Animation for ChargeswingAnimation {
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next.shorts.orientation = Quaternion::rotation_z(short * 0.15);
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if speed > 0.5 {
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next.l_foot.position = Vec3::new(
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next.foot_l.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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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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next.foot_r.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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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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next.foot_l.orientation =
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Quaternion::rotation_x(-0.4 + footrotl * -0.2)
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* Quaternion::rotation_z((movement * 0.5).min(0.5));
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next.l_foot.scale = Vec3::one();
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next.foot_l.scale = Vec3::one();
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next.r_foot.orientation =
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next.foot_r.orientation =
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Quaternion::rotation_x(-0.4 + footrotr * -0.2)
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* Quaternion::rotation_z((movement * 0.5).min(0.5));
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} else {
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next.l_foot.position = Vec3::new(
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next.foot_l.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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);
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next.r_foot.position = Vec3::new(
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1 + 7.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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next.foot_l.orientation =
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Quaternion::rotation_x(-0.2) * Quaternion::rotation_z(0.5);
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next.r_foot.orientation =
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next.foot_r.orientation =
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Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.5);
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};
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},
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@ -163,7 +163,7 @@ impl Animation for ChargeswingAnimation {
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* Quaternion::rotation_y(-1.6)
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* Quaternion::rotation_z(0.3 - movement * 2.5);
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next.head.orientation = Quaternion::rotation_z(0.8);
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next.l_hand.position = Vec3::new(-3.0, 0.0, 0.0);
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next.hand_l.position = Vec3::new(-3.0, 0.0, 0.0);
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},
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StageSection::Recover => {
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next.chest.orientation = Quaternion::rotation_z(-0.5 + movement * 0.5);
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@ -172,7 +172,7 @@ impl Animation for ChargeswingAnimation {
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* Quaternion::rotation_y(-1.6 + movement * 1.6)
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* Quaternion::rotation_z(-2.2 + movement * 2.2);
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next.head.orientation = Quaternion::rotation_z(0.8 + movement * -0.8);
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next.l_hand.position = Vec3::new(-3.0 + movement * -9.0, 0.0, 0.0);
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next.hand_l.position = Vec3::new(-3.0 + movement * -9.0, 0.0, 0.0);
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},
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_ => {},
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}
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@ -41,16 +41,16 @@ impl Animation for RepeaterAnimation {
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let fire = (anim_time as f32 * 18.0 * lab as f32).sin();
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if let Some(ToolKind::Bow(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(2.0, 1.5, 0.0);
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next.l_hand.orientation = Quaternion::rotation_x(1.20)
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next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(5.9, 4.5, -5.0);
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next.r_hand.orientation = Quaternion::rotation_x(1.20)
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next.hand_l.scale = Vec3::one() * 1.05;
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next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.20)
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* Quaternion::rotation_y(-0.6)
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* Quaternion::rotation_z(-0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.hand_r.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(3.0, 2.0, -13.0);
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next.main.orientation = Quaternion::rotation_x(-0.3)
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* Quaternion::rotation_y(0.3)
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@ -68,20 +68,20 @@ impl Animation for RepeaterAnimation {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Movement => {
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next.l_foot.position = Vec3::new(
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0 + movement * -0.75 - 0.75,
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skeleton_attr.foot.1 + movement * 4.0 + 4.0,
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skeleton_attr.foot.2 + movement * 2.5 + 2.5,
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);
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next.l_foot.orientation = Quaternion::rotation_x(movement * 0.6 + 0.6)
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next.foot_l.orientation = Quaternion::rotation_x(movement * 0.6 + 0.6)
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* Quaternion::rotation_z(movement * 0.3 + 0.3);
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next.r_foot.position = Vec3::new(
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0 + movement * 0.75 + 0.75,
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skeleton_attr.foot.1 + movement * 4.0 + 4.0,
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skeleton_attr.foot.2 + movement * 2.5 + 2.5,
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);
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next.r_foot.orientation = Quaternion::rotation_x(movement * 0.6 + 0.6)
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next.foot_r.orientation = Quaternion::rotation_x(movement * 0.6 + 0.6)
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* Quaternion::rotation_z(movement * -0.3 - 0.3);
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next.shorts.position = Vec3::new(
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0.0,
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@ -107,20 +107,20 @@ impl Animation for RepeaterAnimation {
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},
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StageSection::Buildup => {
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next.l_foot.position = Vec3::new(
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next.foot_l.position = Vec3::new(
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-skeleton_attr.foot.0 - 1.5,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 + 5.0,
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);
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next.l_foot.orientation = Quaternion::rotation_x(1.2 + movement * -0.2)
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next.foot_l.orientation = Quaternion::rotation_x(1.2 + movement * -0.2)
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* Quaternion::rotation_z(0.6);
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next.r_foot.position = Vec3::new(
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next.foot_r.position = Vec3::new(
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skeleton_attr.foot.0 + 1.5,
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skeleton_attr.foot.1 + 8.0,
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skeleton_attr.foot.2 + 5.0,
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);
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next.r_foot.orientation = Quaternion::rotation_x(1.2 + movement * -0.2)
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next.foot_r.orientation = Quaternion::rotation_x(1.2 + movement * -0.2)
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* Quaternion::rotation_z(-0.6);
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next.shorts.position = Vec3::new(
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0.0,
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@ -139,20 +139,20 @@ impl Animation for RepeaterAnimation {
|
||||
},
|
||||
|
||||
StageSection::Shoot => {
|
||||
next.l_foot.position = Vec3::new(
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0 - 1.5,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 + 5.0,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.6);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0 + 1.5,
|
||||
skeleton_attr.foot.1 + 8.0,
|
||||
skeleton_attr.foot.2 + 5.0,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(1.0) * Quaternion::rotation_z(-0.6);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
@ -169,9 +169,9 @@ impl Animation for RepeaterAnimation {
|
||||
next.head.orientation = Quaternion::rotation_y(0.2);
|
||||
next.torso.orientation = Quaternion::rotation_x(0.2 + movement * 0.15);
|
||||
|
||||
next.l_hand.position =
|
||||
next.hand_l.position =
|
||||
Vec3::new(2.0 + fire * -6.0 - 3.0, 1.5 + fire * -6.0 - 3.0, 0.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.20)
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
@ -42,12 +42,12 @@ impl Animation for ShockwaveAnimation {
|
||||
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.l_hand.position = Vec3::new(0.0, 0.0, -4.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
|
||||
next.l_hand.scale = Vec3::one() * 1.05;
|
||||
next.r_hand.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.hand_l.position = Vec3::new(0.0, 0.0, -4.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
|
||||
next.hand_l.scale = Vec3::one() * 1.05;
|
||||
next.hand_r.position = Vec3::new(0.0, 0.0, 2.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
|
||||
next.hand_r.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 0.0, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(PI);
|
||||
|
||||
@ -88,20 +88,20 @@ impl Animation for ShockwaveAnimation {
|
||||
next.shorts.orientation = Quaternion::rotation_z(twist);
|
||||
|
||||
if velocity < 0.5 {
|
||||
next.l_foot.position = Vec3::new(
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * -7.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation = Quaternion::rotation_x(movement * -0.8)
|
||||
next.foot_l.orientation = Quaternion::rotation_x(movement * -0.8)
|
||||
* Quaternion::rotation_z(movement * 0.3);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + movement * 5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.orientation = Quaternion::rotation_y(movement * -0.3)
|
||||
next.foot_r.orientation = Quaternion::rotation_y(movement * -0.3)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
} else {
|
||||
};
|
||||
@ -129,21 +129,21 @@ impl Animation for ShockwaveAnimation {
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement * 0.3)
|
||||
* Quaternion::rotation_z(0.8 + movement * -0.8);
|
||||
if velocity < 0.5 {
|
||||
next.l_foot.position = Vec3::new(
|
||||
next.foot_l.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 - 7.0 + movement * 7.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(-0.8 + movement * 0.8)
|
||||
* Quaternion::rotation_z(0.3 + movement * -0.3);
|
||||
|
||||
next.r_foot.position = Vec3::new(
|
||||
next.foot_r.position = Vec3::new(
|
||||
skeleton_attr.foot.0,
|
||||
skeleton_attr.foot.1 + 5.0 + movement * -5.0,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.r_foot.orientation =
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_y(-0.3 + movement * 0.3)
|
||||
* Quaternion::rotation_z(0.4 + movement * -0.4);
|
||||
} else {
|
||||
|
@ -238,7 +238,6 @@ impl Animation for WieldAnimation {
|
||||
next.control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => {
|
||||
<<<<<<< HEAD
|
||||
if speed > 0.5 && velocity.z == 0.0 {
|
||||
next.hand_r.position = Vec3::new(
|
||||
4.0 + skeleton_attr.hand.0 + foothoril * 1.3,
|
||||
|
Loading…
Reference in New Issue
Block a user