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Double Slash, Heavy Sweep and Pommel Strike
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9c424b98d4
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@ -92,13 +92,16 @@ impl Animation for MultiAction {
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.chest.orientation =
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Quaternion::rotation_z(move1 * 0.3 + move2alt * -1.0);
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Quaternion::rotation_y(move1 * 0.1 + move2alt * -0.15)
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* Quaternion::rotation_z(move1 * 1.2 + move2alt * -2.0);
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next.head.orientation =
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Quaternion::rotation_z(move1 * -0.15 + move2alt * 0.5);
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Quaternion::rotation_x(move1 * 0.15 + move2alt * -0.15)
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* Quaternion::rotation_y(move1 * 0.15 + move2alt * -0.15)
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* Quaternion::rotation_z(move1 * -0.6 + move2alt * 1.0);
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next.belt.orientation =
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Quaternion::rotation_z(move1 * -0.2 + move2alt * 0.5);
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Quaternion::rotation_z(move1 * -0.8 + move2alt * 1.0);
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next.shorts.orientation =
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Quaternion::rotation_z(move1 * -0.25 + move2alt * 0.7);
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Quaternion::rotation_z(move1 * -1.0 + move2alt * 1.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + move1 * -12.0,
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-4.0 + move1 * 3.0,
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@ -112,7 +115,7 @@ impl Animation for MultiAction {
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + move2alt * -1.2)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 2.3)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * 2.3)
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* Quaternion::rotation_z(move2alt * -1.5);
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},
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1 => {
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@ -123,7 +126,7 @@ impl Animation for MultiAction {
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next.head.orientation.rotate_z(move2 * -0.6);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.belt.orientation.rotate_z(move2 * -0.3);
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next.control.orientation.rotate_z(move2 * 1.5);
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next.control.orientation.rotate_z(move2 * 2.7);
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next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
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},
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_ => {},
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@ -139,13 +142,19 @@ 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 * 0.2);
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next.control.orientation.rotate_x(move1 * 1.3);
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next.chest.orientation =
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Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
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* Quaternion::rotation_z(move1 * 0.6 + move2 * -1.0);
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next.head.orientation =
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Quaternion::rotation_x(move1 * 0.2 + move2 * -0.2)
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* Quaternion::rotation_y(move1 * 0.2 + move2 * -0.2)
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* Quaternion::rotation_z(move1 * -0.6 + move2 * 1.0);
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next.control.orientation.rotate_x(move1 * 1.2);
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next.control.position += Vec3::new(move1 * -4.0, 0.0, move1 * 6.0);
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next.control.orientation.rotate_y(move1 * -1.6);
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next.chest.orientation.rotate_z(move2 * -0.3);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.chest.orientation.rotate_z(move2 * -0.6);
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next.control.orientation.rotate_z(move2 * -3.8);
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next.control.position += Vec3::new(move2 * 24.0, 0.0, 0.0);
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},
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Some("common.abilities.sword.heavy_pommel_strike") => {
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@ -158,23 +167,37 @@ impl Animation for MultiAction {
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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.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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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 * 0.3);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.chest.position += Vec3::new(0.0, move1 * -0.5, 0.0);
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next.chest.orientation =
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Quaternion::rotation_x(move1 * 0.15)
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* Quaternion::rotation_y(move1 * 0.2)
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* Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation =
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Quaternion::rotation_y(move1 * -0.15)
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* Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.control.orientation.rotate_x(move1 * 2.1);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 11.0);
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next.control.position += Vec3::new(move1 * -2.0, move1 * -10.0, move1 * 7.0);
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next.control.orientation.rotate_z(move1 * -0.3);
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next.chest.position += Vec3::new(0.0, move2 * 6.0, 0.0);
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next.chest.orientation.rotate_x(move2 * -0.2);
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next.chest.orientation.rotate_y(move2 * -0.1);
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next.chest.orientation.rotate_z(move2 * -0.7);
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next.foot_l.position += Vec3::new(0.0, move2 * 8.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move2 * 4.0, 0.0);
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next.head.orientation.rotate_x(move2 * -0.3);
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next.head.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 0.5);
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next.belt.orientation.rotate_z(move2 * 0.2);
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next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0);
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next.control.orientation.rotate_z(move2 * 0.4);
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next.control.position += Vec3::new(move2 * -8.0, move2 * 25.0, move2 * -2.0);
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next.control.orientation.rotate_z(move2 * 0.6);
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},
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Some("common.abilities.sword.agile_quick_draw") => {
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let move1 = move1base.powf(0.25) * multi_action_pullback;
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