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Fell Strike
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255b084619
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@ -364,7 +364,7 @@ impl Animation for MultiAction {
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.05)
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* Quaternion::rotation_y(move1 * 0.05)
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* Quaternion::rotation_z(move1 * 1.4);
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* Quaternion::rotation_z(move1 * 0.8);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.control.orientation.rotate_y(move1 * -1.7);
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@ -375,9 +375,10 @@ impl Animation for MultiAction {
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next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.chest.orientation.rotate_z(move2 * 0.9);
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next.foot_l.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.head.position += Vec3::new(0.0, move2 * 2.0, 0.0);
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next.head.orientation.rotate_x(move2 * -0.15);
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next.head.orientation.rotate_y(move2 * -0.25);
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next.head.orientation.rotate_z(move2 * -1.6);
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next.head.orientation.rotate_z(move2 * -0.8);
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next.belt.orientation.rotate_z(move2 * -0.4);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.control.orientation.rotate_z(move2 * -1.5);
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@ -402,9 +403,9 @@ impl Animation for MultiAction {
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* Quaternion::rotation_x(move2alt * -0.3);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.24 + move2alt * -0.24)
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* Quaternion::rotation_y(move1 * 0.24 + move2alt * -0.24)
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* Quaternion::rotation_z(move1 * -0.18 + move2alt * 0.18);
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Quaternion::rotation_x(move1 * 0.18 + move2alt * -0.18)
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* Quaternion::rotation_y(move1 * 0.18 + move2alt * -0.18)
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* Quaternion::rotation_z(move1 * -0.36 + move2alt * -0.24);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
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* Quaternion::rotation_x(move2alt * 0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
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@ -538,7 +539,7 @@ impl Animation for MultiAction {
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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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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* Quaternion::rotation_z(move1 * -0.3 + move2 * -0.72);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control
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@ -551,6 +552,8 @@ impl Animation for MultiAction {
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next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.4);
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next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.head.orientation.rotate_y(move2 * -0.1);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.control.orientation.rotate_x(move2 * 0.3);
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@ -578,19 +581,29 @@ impl Animation for MultiAction {
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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.chest.orientation = Quaternion::rotation_z(move1 * 0.8);
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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 * 1.4 + move2 * -1.4);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.1 + move2 * -0.2)
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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.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.chest.orientation.rotate_z(move2 * -1.9);
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next.head.orientation.rotate_z(move2 * 1.3);
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next.belt.orientation.rotate_z(move2 * 0.7);
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next.shorts.orientation.rotate_z(move2 * 1.5);
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next.foot_l.position += Vec3::new(0.0, move2 * 2.5, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * -0.5, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.4);
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next.chest.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 0.8);
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next.control.orientation.rotate_y(move2 * -1.6);
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next.control.orientation.rotate_z(move2 * -1.1);
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next.control.position += Vec3::new(move2 * 12.0, move2 * 5.0, move2 * -1.0);
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next.control.position += Vec3::new(move2 * 12.0, move2 * 8.0, move2 * -1.0);
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},
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Some(
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"common.abilities.sword.basic_skewer"
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