mirror of
https://gitlab.com/veloren/veloren.git
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Merge branch 'slipped/animtweaks' into 'master'
1h weapons See merge request veloren/veloren!2117
This commit is contained in:
commit
6f9f28af18
@ -32,6 +32,8 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
|
||||
- Added --sql-log-mode profile/trace parameter to veloren-server-cli
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||||
- Added /disconnect_all_players admin command
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||||
- Added disconnectall CLI command
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- One handed weapons can now be used and found in the world
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||||
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||||
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### Changed
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||||
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||||
|
@ -3,7 +3,7 @@ SpinMelee(
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swing_duration: 0.6,
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recover_duration: 0.2,
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base_damage: 70,
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base_poise_damage: 55,
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base_poise_damage: 25,
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knockback: ( strength: 0.0, direction: Away),
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range: 3.5,
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damage_effect: None,
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|
@ -9,7 +9,7 @@ DashMelee(
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range: 5.0,
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angle: 45.0,
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energy_drain: 600,
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forward_speed: 4.0,
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forward_speed: 3.0,
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buildup_duration: 0.25,
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charge_duration: 0.6,
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swing_duration: 0.1,
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|
@ -1,5 +1,9 @@
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[
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||||
//2h
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(1.0, Item("common.items.weapons.axe.bloodsteel_axe-0")),
|
||||
(1.0, Item("common.items.weapons.axe.bloodsteel_axe-1")),
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||||
(1.0, Item("common.items.weapons.axe.bloodsteel_axe-2")),
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||||
//1h
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||||
(1.0, Item("common.items.weapons.axe_1h.bloodsteel-0")),
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(1.0, Item("common.items.weapons.axe_1h.bloodsteel-1")),
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]
|
@ -1,5 +1,9 @@
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||||
[
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||||
//2h
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(1.0, Item("common.items.weapons.axe.bronze_axe-0")),
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(1.0, Item("common.items.weapons.axe.bronze_axe-1")),
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||||
(1.0, Item("common.items.weapons.axe.bronze_axe-2")),
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||||
//1h
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(1.0, Item("common.items.weapons.axe_1h.bronze-0")),
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(1.0, Item("common.items.weapons.axe_1h.bronze-1")),
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||||
]
|
@ -1,4 +1,8 @@
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[
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||||
//2h
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(1.0, Item("common.items.weapons.axe.cobalt_axe-0")),
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(1.0, Item("common.items.weapons.axe.cobalt_axe-1")),
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//1h
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(1.0, Item("common.items.weapons.axe_1h.cobalt-0")),
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(1.0, Item("common.items.weapons.axe_1h.cobalt-1")),
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||||
]
|
@ -1,4 +1,5 @@
|
||||
[
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||||
//2h
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||||
(1.0, Item("common.items.weapons.axe.iron_axe-0")),
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||||
(1.0, Item("common.items.weapons.axe.iron_axe-1")),
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||||
(1.0, Item("common.items.weapons.axe.iron_axe-2")),
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||||
@ -9,4 +10,9 @@
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||||
(1.0, Item("common.items.weapons.axe.iron_axe-7")),
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||||
(1.0, Item("common.items.weapons.axe.iron_axe-8")),
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||||
(1.0, Item("common.items.weapons.axe.iron_axe-9")),
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||||
//1h
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(1.0, Item("common.items.weapons.axe_1h.iron-0")),
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(1.0, Item("common.items.weapons.axe_1h.iron-1")),
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(1.0, Item("common.items.weapons.axe_1h.iron-2")),
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(1.0, Item("common.items.weapons.axe_1h.iron-3")),
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]
|
@ -1,4 +1,5 @@
|
||||
[
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||||
//2h
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||||
(1.0, Item("common.items.weapons.axe.steel_axe-0")),
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||||
(1.0, Item("common.items.weapons.axe.steel_axe-1")),
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||||
(1.0, Item("common.items.weapons.axe.steel_axe-2")),
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||||
@ -6,4 +7,8 @@
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||||
(1.0, Item("common.items.weapons.axe.steel_axe-4")),
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(1.0, Item("common.items.weapons.axe.steel_axe-5")),
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(1.0, Item("common.items.weapons.axe.steel_axe-6")),
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||||
//1h
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(1.0, Item("common.items.weapons.axe_1h.steel-0")),
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(1.0, Item("common.items.weapons.axe_1h.steel-1")),
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||||
(1.0, Item("common.items.weapons.axe_1h.steel-2")),
|
||||
]
|
@ -1,4 +1,8 @@
|
||||
[
|
||||
//2h
|
||||
(1.0, Item("common.items.weapons.hammer.runic_hammer")),
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(1.0, Item("common.items.weapons.hammer.ramshead_hammer")),
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//1h
|
||||
(1.0, Item("common.items.weapons.hammer_1h.bloodsteel-0")),
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(1.0, Item("common.items.weapons.hammer_1h.bloodsteel-1")),
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||||
]
|
@ -1,4 +1,8 @@
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||||
[
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||||
//2h
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||||
(1.0, Item("common.items.weapons.hammer.bronze_hammer-0")),
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(1.0, Item("common.items.weapons.hammer.bronze_hammer-1")),
|
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//1h
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(1.0, Item("common.items.weapons.hammer_1h.bronze-0")),
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(1.0, Item("common.items.weapons.hammer_1h.bronze-1")),
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]
|
@ -1,4 +1,8 @@
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||||
[
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||||
//2h
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(1.0, Item("common.items.weapons.hammer.cobalt_hammer-0")),
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(1.0, Item("common.items.weapons.hammer.cobalt_hammer-1")),
|
||||
//1h
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||||
(1.0, Item("common.items.weapons.hammer_1h.cobalt-0")),
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(1.0, Item("common.items.weapons.hammer_1h.cobalt-1")),
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]
|
@ -1,4 +1,5 @@
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[
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||||
//2h
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(1.0, Item("common.items.weapons.hammer.iron_hammer-0")),
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(1.0, Item("common.items.weapons.hammer.iron_hammer-1")),
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(1.0, Item("common.items.weapons.hammer.iron_hammer-2")),
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@ -8,4 +9,8 @@
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(1.0, Item("common.items.weapons.hammer.iron_hammer-6")),
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||||
(1.0, Item("common.items.weapons.hammer.iron_hammer-7")),
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(1.0, Item("common.items.weapons.hammer.iron_hammer-8")),
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||||
//1h
|
||||
(1.0, Item("common.items.weapons.hammer_1h.iron-0")),
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(1.0, Item("common.items.weapons.hammer_1h.iron-1")),
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||||
(1.0, Item("common.items.weapons.hammer_1h.iron-2")),
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||||
]
|
@ -1,8 +1,13 @@
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||||
[
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||||
//2h
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||||
(1.0, Item("common.items.weapons.hammer.steel_hammer-0")),
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||||
(1.0, Item("common.items.weapons.hammer.steel_hammer-1")),
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||||
(1.0, Item("common.items.weapons.hammer.steel_hammer-2")),
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||||
(1.0, Item("common.items.weapons.hammer.steel_hammer-3")),
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(1.0, Item("common.items.weapons.hammer.steel_hammer-4")),
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(1.0, Item("common.items.weapons.hammer.steel_hammer-5")),
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//1h
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(1.0, Item("common.items.weapons.hammer_1h.steel-0")),
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(1.0, Item("common.items.weapons.hammer_1h.steel-1")),
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||||
(1.0, Item("common.items.weapons.hammer_1h.steel-2")),
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||||
]
|
@ -1,6 +1,10 @@
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||||
[
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||||
//2h
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||||
(1.0, Item("common.items.weapons.hammer.stone_hammer-0")),
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(1.0, Item("common.items.weapons.hammer.stone_hammer-1")),
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(1.0, Item("common.items.weapons.hammer.stone_hammer-2")),
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(1.0, Item("common.items.weapons.hammer.stone_hammer-3")),
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//1h
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(1.0, Item("common.items.weapons.hammer_1h.stone-0")),
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(1.0, Item("common.items.weapons.hammer_1h.stone-1")),
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||||
]
|
@ -1,5 +1,10 @@
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||||
[
|
||||
//2h
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||||
(1.0, Item("common.items.weapons.sword.bloodsteel-0")),
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||||
(1.0, Item("common.items.weapons.sword.bloodsteel-1")),
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||||
(1.0, Item("common.items.weapons.sword.bloodsteel-2")),
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||||
//1h
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||||
(1.0, Item("common.items.weapons.sword_1h.bloodsteel-0")),
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||||
(1.0, Item("common.items.weapons.sword_1h.bloodsteel-1")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.bloodsteel-2")),
|
||||
]
|
@ -1,5 +1,10 @@
|
||||
[
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||||
//2h
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||||
(1.0, Item("common.items.weapons.sword.bronze-0")),
|
||||
(1.0, Item("common.items.weapons.sword.bronze-1")),
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||||
(1.0, Item("common.items.weapons.sword.bronze-2")),
|
||||
//1h
|
||||
(1.0, Item("common.items.weapons.sword_1h.bronze-0")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.bronze-1")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.bronze-2")),
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||||
]
|
@ -1,6 +1,12 @@
|
||||
[
|
||||
//2h
|
||||
(1.0, Item("common.items.weapons.sword.cobalt-0")),
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||||
(1.0, Item("common.items.weapons.sword.cobalt-1")),
|
||||
(1.0, Item("common.items.weapons.sword.cobalt-2")),
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(1.0, Item("common.items.weapons.sword.cobalt-3")),
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//1h
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||||
(1.0, Item("common.items.weapons.sword_1h.cobalt-0")),
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||||
(1.0, Item("common.items.weapons.sword_1h.cobalt-1")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.cobalt-2")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.cobalt-3")),
|
||||
]
|
@ -1,4 +1,5 @@
|
||||
[
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//2h
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||||
(1.0, Item("common.items.weapons.sword.iron-0")),
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||||
(1.0, Item("common.items.weapons.sword.iron-1")),
|
||||
(1.0, Item("common.items.weapons.sword.iron-2")),
|
||||
@ -10,4 +11,10 @@
|
||||
(1.0, Item("common.items.weapons.sword.iron-8")),
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(1.0, Item("common.items.weapons.sword.iron-9")),
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||||
(1.0, Item("common.items.weapons.sword.iron-10")),
|
||||
//1h
|
||||
(1.0, Item("common.items.weapons.sword_1h.iron-0")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.iron-1")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.iron-2")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.iron-3")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.iron-4")),
|
||||
]
|
@ -1,4 +1,5 @@
|
||||
[
|
||||
//2h
|
||||
(1.0, Item("common.items.weapons.sword.steel-0")),
|
||||
(1.0, Item("common.items.weapons.sword.steel-1")),
|
||||
(1.0, Item("common.items.weapons.sword.steel-2")),
|
||||
@ -8,4 +9,9 @@
|
||||
(1.0, Item("common.items.weapons.sword.steel-6")),
|
||||
(1.0, Item("common.items.weapons.sword.steel-7")),
|
||||
(1.0, Item("common.items.weapons.sword.steel-8")),
|
||||
//1h
|
||||
(1.0, Item("common.items.weapons.sword_1h.steel-0")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.steel-1")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.steel-2")),
|
||||
(1.0, Item("common.items.weapons.sword_1h.steel-3")),
|
||||
]
|
@ -190,7 +190,7 @@
|
||||
"hud.skill.sw_dash_cost_title": "Coste de Atravesar",
|
||||
"hud.skill.sw_dash_cost": "Disminuye el coste inicial de Atravesar en un 25%{SP}",
|
||||
"hud.skill.sw_dash_speed_title": "Velocidad de Atravesar",
|
||||
"hud.skill.sw_dash_speed": "Aumenta la velocidad al atravesar en un 30%{SP}",
|
||||
"hud.skill.sw_dash_speed": "Aumenta la velocidad al atravesar en un 15%{SP}",
|
||||
"hud.skill.sw_dash_inf_title": "Atravesar Infinito",
|
||||
"hud.skill.sw_dash_inf": "Te permite hacer atravesar durante todo el tiempo que tengas energía{SP}",
|
||||
"hud.skill.sw_dash_scale_title": "Intensidad de daño de Atravesar",
|
||||
|
@ -190,7 +190,7 @@
|
||||
"hud.skill.sw_dash_cost_title": "Coût d'Endurance de la Ruée",
|
||||
"hud.skill.sw_dash_cost": "Diminue de 25% le coût en endurance initial de la ruée{SP}",
|
||||
"hud.skill.sw_dash_speed_title": "Vitesse de la Ruée",
|
||||
"hud.skill.sw_dash_speed": "Augmente de 30% la vitesse de course durant la ruée{SP}",
|
||||
"hud.skill.sw_dash_speed": "Augmente de 15% la vitesse de course durant la ruée{SP}",
|
||||
"hud.skill.sw_dash_inf_title": "Ruée Infinie",
|
||||
"hud.skill.sw_dash_inf": "Vous permet de vous élancer en ruée tant que vous avez de l'endurance{SP}",
|
||||
"hud.skill.sw_dash_scale_title": "Progression des Dégâts de la Ruée",
|
||||
|
@ -190,7 +190,7 @@
|
||||
"hud.skill.sw_dash_cost_title": "ダッシュ コスト",
|
||||
"hud.skill.sw_dash_cost": "ダッシュ攻撃の初期スタミナ消費を25%減少 {SP}",
|
||||
"hud.skill.sw_dash_speed_title": "ダッシュ 速度",
|
||||
"hud.skill.sw_dash_speed": "ダッシュ攻撃の速度を30%増加 {SP}",
|
||||
"hud.skill.sw_dash_speed": "ダッシュ攻撃の速度を15%増加 {SP}",
|
||||
"hud.skill.sw_dash_inf_title": "無限ダッシュ攻撃",
|
||||
"hud.skill.sw_dash_inf": "エネルギーの続く限りダッシュ攻撃する {SP}",
|
||||
"hud.skill.sw_dash_scale_title": "ダッシュ ダメージ増量",
|
||||
|
@ -186,7 +186,7 @@
|
||||
"hud.skill.sw_dash_cost_title": "Custo da Investida",
|
||||
"hud.skill.sw_dash_cost": "Reduz custo inicial da investida em 25%{SP}",
|
||||
"hud.skill.sw_dash_speed_title": "Velocidade de Investida",
|
||||
"hud.skill.sw_dash_speed": "Aumenta a velocidade durante a investida em 30%{SP}",
|
||||
"hud.skill.sw_dash_speed": "Aumenta a velocidade durante a investida em 15%{SP}",
|
||||
"hud.skill.sw_dash_inf_title": "Investida do Infinito",
|
||||
"hud.skill.sw_dash_inf": "Você consegue investir contanto que possua energia para tal{SP}",
|
||||
"hud.skill.sw_dash_scale_title": "Investida Acumulada",
|
||||
|
@ -195,7 +195,7 @@
|
||||
"hud.skill.sw_dash_cost_title": "Енергозатрати на випад",
|
||||
"hud.skill.sw_dash_cost": "Зменшує початкову енергетичну ціну випаду на 25%{SP}",
|
||||
"hud.skill.sw_dash_speed_title": "Швидкість випаду",
|
||||
"hud.skill.sw_dash_speed": "Збільшує швидкість руху під час випаду 30%{SP}",
|
||||
"hud.skill.sw_dash_speed": "Збільшує швидкість руху під час випаду 15%{SP}",
|
||||
"hud.skill.sw_dash_inf_title": "Необмежений випад",
|
||||
"hud.skill.sw_dash_inf": "Дозволяє нестись в випаді доки не закінчиться енергія{SP}",
|
||||
"hud.skill.sw_dash_scale_title": "Приріст ушкодження випадом",
|
||||
|
@ -165,91 +165,91 @@
|
||||
),
|
||||
// 1h Swords
|
||||
"common.items.weapons.sword_1h.bloodsteel-0": (
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-0", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-0", (-2.5, -3.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bloodsteel-1": (
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-1", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-1", (-1.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bloodsteel-2": (
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-2", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.bloodsteel-2", (-1.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bronze-0": (
|
||||
vox_spec: ("weapon.sword_1h.bronze-0", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.bronze-0", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bronze-1": (
|
||||
vox_spec: ("weapon.sword_1h.bronze-1", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.bronze-1", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.bronze-2": (
|
||||
vox_spec: ("weapon.sword_1h.bronze-2", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.bronze-2", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.cobalt-0": (
|
||||
vox_spec: ("weapon.sword_1h.cobalt-0", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.cobalt-0", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.cobalt-1": (
|
||||
vox_spec: ("weapon.sword_1h.cobalt-1", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.cobalt-1", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.cobalt-2": (
|
||||
vox_spec: ("weapon.sword_1h.cobalt-2", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.cobalt-2", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.cobalt-3": (
|
||||
vox_spec: ("weapon.sword_1h.cobalt-3", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.cobalt-3", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.iron-0": (
|
||||
vox_spec: ("weapon.sword_1h.iron-0", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.iron-0", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.iron-1": (
|
||||
vox_spec: ("weapon.sword_1h.iron-1", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.iron-1", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.iron-2": (
|
||||
vox_spec: ("weapon.sword_1h.iron-2", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.iron-2", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.iron-3": (
|
||||
vox_spec: ("weapon.sword_1h.iron-3", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.iron-3", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.iron-4": (
|
||||
vox_spec: ("weapon.sword_1h.iron-4", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.iron-4", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.obsidian-0": (
|
||||
vox_spec: ("weapon.sword_1h.obsidian-0", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.obsidian-0", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.orichalcum-0": (
|
||||
vox_spec: ("weapon.sword_1h.orichalcum-0", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.orichalcum-0", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.orichalcum-1": (
|
||||
vox_spec: ("weapon.sword_1h.orichalcum-1", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.orichalcum-1", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.steel-0": (
|
||||
vox_spec: ("weapon.sword_1h.steel-0", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.steel-0", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.steel-1": (
|
||||
vox_spec: ("weapon.sword_1h.steel-1", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.steel-1", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.steel-2": (
|
||||
vox_spec: ("weapon.sword_1h.steel-2", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.steel-2", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.sword_1h.steel-3": (
|
||||
vox_spec: ("weapon.sword_1h.steel-3", (-2.0, -4.5, -7.5)),
|
||||
vox_spec: ("weapon.sword_1h.steel-3", (-2.0, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
// Axes
|
||||
@ -391,75 +391,75 @@
|
||||
),
|
||||
// 1h Axes
|
||||
"common.items.weapons.axe_1h.bloodsteel-0": (
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-0", (-1.5, -2.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.bloodsteel-1": (
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.bloodsteel-1", (-1.5, -2.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.bronze-0": (
|
||||
vox_spec: ("weapon.axe_1h.bronze-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.bronze-0", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.bronze-1": (
|
||||
vox_spec: ("weapon.axe_1h.bronze-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.bronze-1", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.cobalt-0": (
|
||||
vox_spec: ("weapon.axe_1h.cobalt-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.cobalt-0", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.cobalt-1": (
|
||||
vox_spec: ("weapon.axe_1h.cobalt-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.cobalt-1", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.iron-0": (
|
||||
vox_spec: ("weapon.axe_1h.iron-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.iron-0", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.iron-1": (
|
||||
vox_spec: ("weapon.axe_1h.iron-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.iron-1", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.iron-2": (
|
||||
vox_spec: ("weapon.axe_1h.iron-2", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.iron-2", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.iron-3": (
|
||||
vox_spec: ("weapon.axe_1h.iron-3", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.iron-3", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.orichalcum-0": (
|
||||
vox_spec: ("weapon.axe_1h.orichalcum-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.orichalcum-0", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.steel-0": (
|
||||
vox_spec: ("weapon.axe_1h.steel-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.steel-0", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.steel-1": (
|
||||
vox_spec: ("weapon.axe_1h.steel-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.steel-1", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.steel-2": (
|
||||
vox_spec: ("weapon.axe_1h.steel-2", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.steel-2", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.stone-0": (
|
||||
vox_spec: ("weapon.axe_1h.stone-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.stone-0", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.stone-1": (
|
||||
vox_spec: ("weapon.axe_1h.stone-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.stone-1", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.wood-0": (
|
||||
vox_spec: ("weapon.axe_1h.wood-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.wood-0", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.axe_1h.wood-1": (
|
||||
vox_spec: ("weapon.axe_1h.wood-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.axe_1h.wood-1", (-1.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
// Hammers
|
||||
@ -609,71 +609,71 @@
|
||||
),*/
|
||||
// 1h Hammers
|
||||
"common.items.weapons.hammer_1h.bloodsteel-0": (
|
||||
vox_spec: ("weapon.hammer_1h.bloodsteel-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.bloodsteel-0", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.bloodsteel-1": (
|
||||
vox_spec: ("weapon.hammer_1h.bloodsteel-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.bloodsteel-1", (-2.5, -5.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.bronze-0": (
|
||||
vox_spec: ("weapon.hammer_1h.bronze-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.bronze-0", (-3.5, -4.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.bronze-1": (
|
||||
vox_spec: ("weapon.hammer_1h.bronze-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.bronze-1", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.cobalt-0": (
|
||||
vox_spec: ("weapon.hammer_1h.cobalt-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.cobalt-0", (-2.5, -4.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.cobalt-1": (
|
||||
vox_spec: ("weapon.hammer_1h.cobalt-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.cobalt-1", (-2.5, -4.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.iron-0": (
|
||||
vox_spec: ("weapon.hammer_1h.iron-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.iron-0", (-2.5, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.iron-1": (
|
||||
vox_spec: ("weapon.hammer_1h.iron-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.iron-1", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.iron-2": (
|
||||
vox_spec: ("weapon.hammer_1h.iron-2", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.iron-2", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.orichalcum-0": (
|
||||
vox_spec: ("weapon.hammer_1h.orichalcum-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.orichalcum-0", (-1.5, -4.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.steel-0": (
|
||||
vox_spec: ("weapon.hammer_1h.steel-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.steel-0", (-2.5, -4.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.steel-1": (
|
||||
vox_spec: ("weapon.hammer_1h.steel-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.steel-1", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.steel-2": (
|
||||
vox_spec: ("weapon.hammer_1h.steel-2", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.steel-2", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.stone-0": (
|
||||
vox_spec: ("weapon.hammer_1h.stone-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.stone-0", (-2.5, -3.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.stone-1": (
|
||||
vox_spec: ("weapon.hammer_1h.stone-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.stone-1", (-2.5, -4.5, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.wood-0": (
|
||||
vox_spec: ("weapon.hammer_1h.wood-0", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.wood-0", (-3.0, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
"common.items.weapons.hammer_1h.wood-1": (
|
||||
vox_spec: ("weapon.hammer_1h.wood-1", (-1.5, -5.0, -6.0)),
|
||||
vox_spec: ("weapon.hammer_1h.wood-1", (-2.5, -3.0, -3.0)),
|
||||
color: None
|
||||
),
|
||||
// Daggers
|
||||
|
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bloodsteel-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/bronze-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/cobalt-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/cobalt-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-2.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-2.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-3.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/iron-3.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-2.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/steel-2.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-1.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/stone-1.vox
(Stored with Git LFS)
Binary file not shown.
BIN
assets/voxygen/voxel/weapon/axe_1h/wood-0.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe_1h/wood-0.vox
(Stored with Git LFS)
Binary file not shown.
BIN
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@ -667,7 +667,7 @@ impl CharacterAbility {
|
||||
*scaled_damage *= 1.2_f32.powi(level.into());
|
||||
}
|
||||
if skillset.has_skill(Sword(DSpeed)) {
|
||||
*forward_speed *= 1.3;
|
||||
*forward_speed *= 1.15;
|
||||
}
|
||||
*infinite_charge = skillset.has_skill(Sword(DInfinite));
|
||||
},
|
||||
|
@ -246,7 +246,6 @@ impl PartialEq for ItemDef {
|
||||
pub struct ItemConfig {
|
||||
pub abilities: AbilitySet<CharacterAbility>,
|
||||
pub block_ability: Option<CharacterAbility>,
|
||||
pub dodge_ability: Option<CharacterAbility>,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
@ -266,7 +265,6 @@ impl TryFrom<(&ItemKind, &[Item], &AbilityMap, &MaterialStatManifest)> for ItemC
|
||||
Ok(ItemConfig {
|
||||
abilities,
|
||||
block_ability: None,
|
||||
dodge_ability: Some(CharacterAbility::default_roll()),
|
||||
})
|
||||
} else {
|
||||
Err(ItemConfigError::BadItemKind)
|
||||
|
@ -484,8 +484,11 @@ fn handle_ability(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
|
||||
|
||||
// Mouse1 and Skill1 always use the MainHand slot
|
||||
let always_main_hand = matches!(input, InputKind::Primary | InputKind::Ability(0));
|
||||
let no_main_hand = hands(EquipSlot::Mainhand).is_none();
|
||||
// skill_index used to select ability for the AbilityKey::Skill2 input
|
||||
let (equip_slot, skill_index) = if always_main_hand {
|
||||
let (equip_slot, skill_index) = if no_main_hand {
|
||||
(Some(EquipSlot::Offhand), 1)
|
||||
} else if always_main_hand {
|
||||
(Some(EquipSlot::Mainhand), 0)
|
||||
} else {
|
||||
let hands = (hands(EquipSlot::Mainhand), hands(EquipSlot::Offhand));
|
||||
@ -567,17 +570,9 @@ pub fn attempt_input(data: &JoinData, update: &mut StateUpdate) {
|
||||
/// attempts to perform their dodge ability
|
||||
pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
|
||||
if input_is_pressed(data, InputKind::Roll) && data.body.is_humanoid() {
|
||||
if let Some(ability) = data
|
||||
.inventory
|
||||
.equipped(EquipSlot::Mainhand)
|
||||
.and_then(|i| {
|
||||
i.item_config_expect()
|
||||
.dodge_ability
|
||||
.as_ref()
|
||||
.map(|a| a.clone().adjusted_by_skills(&data.stats.skill_set, None))
|
||||
})
|
||||
.filter(|ability| ability.requirements_paid(data, update))
|
||||
{
|
||||
let ability =
|
||||
CharacterAbility::default_roll().adjusted_by_skills(&data.stats.skill_set, None);
|
||||
if ability.requirements_paid(data, update) {
|
||||
update.character = CharacterState::from((
|
||||
&ability,
|
||||
AbilityInfo::from_input(data, false, InputKind::Roll),
|
||||
|
@ -13,6 +13,7 @@ pub mod shockwave;
|
||||
pub mod shoot;
|
||||
pub mod spin;
|
||||
pub mod spinmelee;
|
||||
pub mod stunned;
|
||||
pub mod summon;
|
||||
pub mod wield;
|
||||
|
||||
@ -22,7 +23,8 @@ pub use self::{
|
||||
charge::ChargeAnimation, dash::DashAnimation, equip::EquipAnimation, idle::IdleAnimation,
|
||||
jump::JumpAnimation, leapmelee::LeapAnimation, run::RunAnimation,
|
||||
shockwave::ShockwaveAnimation, shoot::ShootAnimation, spin::SpinAnimation,
|
||||
spinmelee::SpinMeleeAnimation, summon::SummonAnimation, wield::WieldAnimation,
|
||||
spinmelee::SpinMeleeAnimation, stunned::StunnedAnimation, summon::SummonAnimation,
|
||||
wield::WieldAnimation,
|
||||
};
|
||||
|
||||
use super::{make_bone, vek::*, FigureBoneData, Skeleton};
|
||||
|
378
voxygen/anim/src/biped_large/stunned.rs
Normal file
378
voxygen/anim/src/biped_large/stunned.rs
Normal file
@ -0,0 +1,378 @@
|
||||
use super::{
|
||||
super::{vek::*, Animation},
|
||||
BipedLargeSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{
|
||||
comp::item::{ToolKind, UniqueKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct StunnedAnimation;
|
||||
|
||||
impl Animation for StunnedAnimation {
|
||||
type Dependency = (Option<ToolKind>, Vec3<f32>, f32, Option<StageSection>);
|
||||
type Skeleton = BipedLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"biped_large_stunned\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_stunned")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, velocity, acc_vel, stage_section): Self::Dependency,
|
||||
anim_time: f32,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
|
||||
let lab: f32 = 0.65 * s_a.tempo; //.65
|
||||
|
||||
let (movement1base, movement2) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, anim_time.powf(4.0)),
|
||||
_ => (0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement2;
|
||||
let movement1 = movement1base * pullback;
|
||||
let torso = (anim_time * lab + 1.5 * PI).sin();
|
||||
let speednorm = (speed / 12.0).powf(0.4);
|
||||
let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
|
||||
let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
|
||||
let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
|
||||
* ((acc_vel * lab + PI * 1.4).sin());
|
||||
|
||||
let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
|
||||
* ((acc_vel * lab + PI * 0.4).sin());
|
||||
let slower = (anim_time * 1.0 + PI).sin();
|
||||
let slow = (anim_time * 3.5 + PI).sin();
|
||||
|
||||
let footvertl = (anim_time * 16.0 * lab).sin();
|
||||
let footvertr = (anim_time * 16.0 * lab + PI).sin();
|
||||
let handhoril = (anim_time * 16.0 * lab + PI * 1.4).sin();
|
||||
let handhorir = (anim_time * 16.0 * lab + PI * 0.4).sin();
|
||||
|
||||
let short = (acc_vel * lab).sin() * speednorm;
|
||||
|
||||
let shortalt = (anim_time * lab * 16.0 + PI / 2.0).sin();
|
||||
|
||||
if s_a.beast {
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
} else {
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
|
||||
|
||||
next.hold.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.grip.1, 0.0, s_a.grip.0);
|
||||
next.hand_r.position = Vec3::new(-s_a.grip.1, 0.0, s_a.grip.0);
|
||||
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.2) * Quaternion::rotation_z(movement1 * -0.7);
|
||||
next.upper_torso.orientation = Quaternion::rotation_x(movement1 * 0.5);
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(movement1 * -0.5);
|
||||
|
||||
if speed > 0.5 {
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-s_a.shoulder.0,
|
||||
s_a.shoulder.1,
|
||||
s_a.shoulder.2 - foothorir * 1.0,
|
||||
);
|
||||
next.shoulder_l.orientation =
|
||||
Quaternion::rotation_x(0.6 * speednorm + (footrotr * -0.2) * speednorm);
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
s_a.shoulder.0,
|
||||
s_a.shoulder.1,
|
||||
s_a.shoulder.2 - foothoril * 1.0,
|
||||
);
|
||||
next.shoulder_r.orientation =
|
||||
Quaternion::rotation_x(0.6 * speednorm + (footrotl * -0.2) * speednorm);
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(0.0);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position =
|
||||
Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
|
||||
next.jaw.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation = Quaternion::rotation_z(slow * 0.2);
|
||||
|
||||
next.shoulder_l.position =
|
||||
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(0.3);
|
||||
|
||||
next.shoulder_r.position =
|
||||
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.3);
|
||||
}
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
|
||||
next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-3.0,
|
||||
5.0 + s_a.grip.0 / 1.2,
|
||||
-4.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 2.2) * Quaternion::rotation_y(0.2);
|
||||
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
|
||||
},
|
||||
Some(ToolKind::BowSimple) | Some(ToolKind::Bow) => {
|
||||
next.control_l.position = Vec3::new(-1.0, -2.0, -3.0);
|
||||
next.control_r.position = Vec3::new(0.0, 4.0, 1.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-1.0,
|
||||
6.0 + s_a.grip.0 / 1.2,
|
||||
-5.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.2);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 2.2) * Quaternion::rotation_y(0.2);
|
||||
|
||||
next.control.orientation = Quaternion::rotation_x(-0.2 + short * 0.2)
|
||||
* Quaternion::rotation_y(1.0)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
},
|
||||
Some(ToolKind::HammerSimple) | Some(ToolKind::AxeSimple) => {
|
||||
next.control_l.position = Vec3::new(-1.0, 2.0, 12.0);
|
||||
next.control_r.position = Vec3::new(1.0, 2.0, -2.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
4.0,
|
||||
0.0 + s_a.grip.0 / 1.0,
|
||||
-s_a.grip.0 / 0.8 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2);
|
||||
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-1.0 + short * 0.2) * Quaternion::rotation_y(-1.8);
|
||||
},
|
||||
Some(ToolKind::StaffSimple)
|
||||
| Some(ToolKind::Unique(UniqueKind::MindflayerStaff)) => {
|
||||
next.control_l.position = Vec3::new(-1.0, 3.0, 12.0);
|
||||
next.control_r.position = Vec3::new(1.0, 2.0, 2.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
-3.0,
|
||||
3.0 + s_a.grip.0 / 1.2,
|
||||
-11.0 + -s_a.grip.0 / 2.0 + short * -1.5,
|
||||
);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.5);
|
||||
next.control_r.orientation = Quaternion::rotation_x(PI / 2.5)
|
||||
* Quaternion::rotation_y(0.5)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.2 + short * 0.2) * Quaternion::rotation_y(-0.1);
|
||||
},
|
||||
Some(ToolKind::Unique(UniqueKind::WendigoMagic)) => {
|
||||
next.control_l.position = Vec3::new(-9.0, 19.0, -13.0);
|
||||
next.control_r.position = Vec3::new(9.0, 19.0, -13.0);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(-0.15);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
|
||||
},
|
||||
Some(ToolKind::Unique(UniqueKind::TidalClaws)) => {
|
||||
next.control_l.position = Vec3::new(-14.0, 12.0, -12.0);
|
||||
next.control_r.position = Vec3::new(14.0, 12.0, -12.0);
|
||||
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(-0.15);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(PI / 3.0) * Quaternion::rotation_y(0.15);
|
||||
},
|
||||
Some(ToolKind::Unique(UniqueKind::BeastClaws)) => {
|
||||
next.shoulder_l.position =
|
||||
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
|
||||
next.shoulder_r.position =
|
||||
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
|
||||
next.hand_l.position =
|
||||
Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
if speed < 0.5 {
|
||||
next.head.position =
|
||||
Vec3::new(0.0, s_a.head.0, s_a.head.1 + torso * 0.2) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + torso * 0.5);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + torso * 0.15);
|
||||
|
||||
next.jaw.orientation = Quaternion::rotation_x(-0.1);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation = Quaternion::rotation_z(slow * 0.2);
|
||||
|
||||
next.second.orientation = Quaternion::rotation_x(PI);
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.shoulder_l.position =
|
||||
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
|
||||
next.hand_l.position =
|
||||
Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + torso * 0.6);
|
||||
|
||||
next.leg_l.position =
|
||||
Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
|
||||
next.leg_l.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.leg_r.position =
|
||||
Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + torso * 0.2);
|
||||
next.leg_r.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + shortalt * -1.5);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
|
||||
next.lower_torso.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
next.jaw.orientation = Quaternion::rotation_x(0.0);
|
||||
next.jaw.scale = Vec3::one() * 1.02;
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation = Quaternion::rotation_x(shortalt * 0.3);
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_x(PI)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.second.scale = Vec3::one() * 0.0;
|
||||
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothoril * -3.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(footrotl * -0.36)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * 0.3);
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothorir * -3.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(footrotr * -0.36)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * -0.3);
|
||||
|
||||
next.hand_l.position = Vec3::new(
|
||||
-1.0 + -s_a.hand.0,
|
||||
s_a.hand.1 + foothoril * -4.0,
|
||||
s_a.hand.2 + foothoril * 1.0,
|
||||
);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(0.15 + (handhoril * -1.2).max(-0.3))
|
||||
* Quaternion::rotation_y(handhoril * -0.1);
|
||||
|
||||
next.hand_r.position = Vec3::new(
|
||||
1.0 + s_a.hand.0,
|
||||
s_a.hand.1 + foothorir * -4.0,
|
||||
s_a.hand.2 + foothorir * 1.0,
|
||||
);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(0.15 + (handhorir * -1.2).max(-0.3))
|
||||
* Quaternion::rotation_y(handhorir * 0.1);
|
||||
next.hand_r.scale = Vec3::one() * 1.04;
|
||||
|
||||
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2) * 0.98;
|
||||
next.leg_l.orientation = Quaternion::rotation_z(short * 0.18)
|
||||
* Quaternion::rotation_x(foothoril * 0.3);
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2) * 0.98;
|
||||
|
||||
next.leg_r.orientation = Quaternion::rotation_z(short * 0.18)
|
||||
* Quaternion::rotation_x(foothorir * 0.3);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + foothoril * 8.5,
|
||||
s_a.foot.2 + ((footvertl * 6.5).max(0.0)),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + footrotl * 0.85);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + foothorir * 8.5,
|
||||
s_a.foot.2 + ((footvertr * 6.5).max(0.0)),
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + footrotr * 0.85);
|
||||
|
||||
next.torso.orientation = Quaternion::rotation_x(-0.25);
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
};
|
||||
|
||||
if s_a.float {
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.upper_torso.0,
|
||||
s_a.upper_torso.1 + slower * 1.0 + 4.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
@ -2,19 +2,21 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct AlphaAnimation;
|
||||
|
||||
impl Animation for AlphaAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
f32,
|
||||
f32,
|
||||
type AlphaAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for AlphaAnimation {
|
||||
type Dependency = AlphaAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -24,7 +26,7 @@ impl Animation for AlphaAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(hands, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -32,20 +34,80 @@ impl Animation for AlphaAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (move1, move2, move3, move2h) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0 + move3 * 0.2);
|
||||
|
||||
next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8 + move3 * -0.2);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.head.position = Vec3::new(move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
|
||||
* Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0)
|
||||
* Quaternion::rotation_z(0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0);
|
||||
},
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time.powf(0.25), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
|
||||
* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
|
||||
next.chest.orientation = Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
|
||||
* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
|
||||
* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
|
||||
},
|
||||
Some(ToolKind::Debug) => {
|
||||
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
|
||||
next.main.orientation = Quaternion::rotation_x(PI);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -54,30 +116,15 @@ impl Animation for AlphaAnimation {
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0,
|
||||
s_a.sc.0 + move2 * 10.0,
|
||||
s_a.sc.1 + move1 * -4.0 + move2 * 16.0 + move3 * -4.0,
|
||||
s_a.sc.2 + move1 * 1.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -0.5)
|
||||
* Quaternion::rotation_y(s_a.sc.4 + move1 * -1.0 + move2 * -0.6 + move3 * 1.0)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.2 + move2 * 1.3);
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(move1 * 1.5 + (move2 * 1.75).sin() * -3.0 + move3 * 0.5);
|
||||
|
||||
next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(
|
||||
move1 * -0.9 + (move2 * 1.75).sin() * 2.5 + move3 * -0.5,
|
||||
);
|
||||
},
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.control_l.position = Vec3::new(-10.0, 6.0, 2.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-1.4) * Quaternion::rotation_z(1.4);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_y(s_a.sc.4 + move1 * -0.7 + move2 * 1.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -1.57 + move3 * -1.57);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
@ -85,9 +132,6 @@ impl Animation for AlphaAnimation {
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0. + move2 * 2.0, s_a.head.0 + move2 * 2.0, s_a.head.1);
|
||||
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
@ -106,15 +150,7 @@ impl Animation for AlphaAnimation {
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.ac.5 + move1 * -2.0 + move2 * -1.0 + move3 * 2.5,
|
||||
);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(0.0 + move1 * 0.6 + move2 * -0.6 + move3 * 0.4)
|
||||
* Quaternion::rotation_y(0.0 + move1 * 0.0 + move2 * 0.0 + move3 * 0.0)
|
||||
* Quaternion::rotation_z(0.0 + move1 * 1.5 + move2 * -2.5 + move3 * 1.5);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(0.0 + move1 * -1.5 + move2 * 2.5 + move3 * -1.0);
|
||||
)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
@ -123,9 +159,11 @@ impl Animation for AlphaAnimation {
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + move2 * -7.0);
|
||||
let pullback = 1.0 - move3;
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
@ -133,35 +171,118 @@ impl Animation for AlphaAnimation {
|
||||
Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + (move1 * -13.0) * (1.0 - move3),
|
||||
s_a.hc.1 + (move2 * 5.0) * (1.0 - move3),
|
||||
s_a.hc.2,
|
||||
s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
|
||||
s_a.hc.1 + (moveret2 * 5.0),
|
||||
s_a.hc.2 + moveret1 * 5.0 + moveret2 * -8.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + (move1 * 1.5 + move2 * -2.5))
|
||||
* (1.0 - move3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + (move1 * 1.57))
|
||||
* (1.0 - move3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (move2 * -0.5) * (1.0 - move3));
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x((move1 * 0.1 + move2 * 0.3) * (1.0 - move3))
|
||||
* Quaternion::rotation_z((move1 * -0.2 + move2 * 0.2) * (1.0 - move3));
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move2 * -2.0 * (1.0 - move3));
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x((move1 * 0.4 + move2 * -0.7) * (1.0 - move3))
|
||||
* Quaternion::rotation_y((move1 * 0.3 + move2 * -0.4) * (1.0 - move3))
|
||||
* Quaternion::rotation_z((move1 * 0.5 + move2 * -0.5) * (1.0 - move3));
|
||||
Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.9))
|
||||
* Quaternion::rotation_y(s_a.hc.4 + moveret1 * 1.57 + moveret2 * 0.5)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
|
||||
},
|
||||
Some(ToolKind::Debug) => {
|
||||
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.27);
|
||||
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
|
||||
next.main.orientation = Quaternion::rotation_x(PI);
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -2.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
2.0 + move1 * 16.0 + move2 * -19.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 5.0,
|
||||
8.0 + move1 * 3.0 + move2 * 7.0,
|
||||
2.0 + move1 * -6.0 + move2 * 8.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer)
|
||||
| Some(ToolKind::HammerSimple)
|
||||
| Some(ToolKind::Pick) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0,
|
||||
8.0 + move1 * -4.0 + move2h * 4.0,
|
||||
2.0 + move1 * 12.0 + move2h * -16.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,18 +2,22 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
|
||||
pub struct BetaAnimation;
|
||||
|
||||
impl Animation for BetaAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
type BetaAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for BetaAnimation {
|
||||
type Dependency = BetaAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -22,7 +26,7 @@ impl Animation for BetaAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_beta")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(_active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -36,10 +40,20 @@ impl Animation for BetaAnimation {
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
let pullback = 1.0 - move3;
|
||||
if let Some(ToolKind::Sword) = ability_info.and_then(|a| a.tool) {
|
||||
next.chest.orientation = Quaternion::rotation_x(0.15)
|
||||
* Quaternion::rotation_y((-0.1) * pullback)
|
||||
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * pullback);
|
||||
next.head.orientation = Quaternion::rotation_z(-0.4 + move1 * -1.0 + move2 * 1.5);
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -48,17 +62,68 @@ impl Animation for BetaAnimation {
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * (1.0 - move3),
|
||||
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * (1.0 - move3),
|
||||
s_a.sc.2 + (-1.9 + move1 * 2.5 * (1.0 - move3)),
|
||||
s_a.sc.0 + (-1.4 + move1 * -3.0 + move2 * -2.0) * pullback,
|
||||
s_a.sc.1 + (-1.4 + move1 * 3.0 + move2 * 3.0) * pullback,
|
||||
s_a.sc.2 + (-1.9 + move1 * 2.5 * pullback),
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * (1.0 - move3))
|
||||
* Quaternion::rotation_y(s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3))
|
||||
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + move2 * 1.57) * (1.0 - move3));
|
||||
next.chest.orientation = Quaternion::rotation_x(0.15)
|
||||
* Quaternion::rotation_y((-0.1) * (1.0 - move3))
|
||||
* Quaternion::rotation_z((0.4 + move1 * 1.5 + move2 * -2.5) * (1.0 - move3));
|
||||
next.head.orientation = Quaternion::rotation_z((-0.4) * (1.0 - move3));
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + (-1.7) * pullback)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 + (0.4 + move1 * 1.5 + move2 * -2.5) * pullback,
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + (1.67 + move2 * 1.57) * pullback);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-12.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-3.7 + move1 * -0.75 + move2 * 1.0)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(0.0 + move1 * -8.0, 13.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-2.3 + move1 * -2.3 + move2 * 1.0)
|
||||
* Quaternion::rotation_z(3.69);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -2,17 +2,22 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
pub struct ChargeswingAnimation;
|
||||
|
||||
impl Animation for ChargeswingAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
type ChargeswingAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
|
||||
impl Animation for ChargeswingAnimation {
|
||||
type Dependency = ChargeswingAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -22,7 +27,7 @@ impl Animation for ChargeswingAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -36,9 +41,9 @@ impl Animation for ChargeswingAnimation {
|
||||
* ((anim_time * lab * 8.0).sin());
|
||||
// end spin stuff
|
||||
|
||||
let (move1base, move2base, move3, tension, test) = match stage_section {
|
||||
let (move1base, move2base, movement3, tension, test) = match stage_section {
|
||||
Some(StageSection::Charge) => (
|
||||
anim_time.min(1.0),
|
||||
(anim_time.powf(0.25)).min(1.0),
|
||||
0.0,
|
||||
0.0,
|
||||
(anim_time * 18.0 * lab).sin(),
|
||||
@ -48,14 +53,38 @@ impl Animation for ChargeswingAnimation {
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
|
||||
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let move1 = move1base * (1.0 - move3);
|
||||
let slowrise = test * (1.0 - move3);
|
||||
|
||||
let move2 = move2base * (1.0 - move3);
|
||||
if let Some(ToolKind::Hammer) = active_tool_kind {
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = move1base * pullback;
|
||||
let move2 = move2base * pullback;
|
||||
let slowrise = test * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
if let Some(ToolKind::Hammer) = ability_info.and_then(|a| a.tool) {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
|
||||
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
|
||||
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
|
||||
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.5));
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + (move1 * -1.0 + move2 * 2.0),
|
||||
s_a.head.0 + (move1 * 1.0),
|
||||
s_a.head.1,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
}
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + (move2 * -8.0));
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
@ -69,21 +98,73 @@ impl Animation for ChargeswingAnimation {
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.hc.3 + (move2 * 0.0))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.hc.4 + (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
|
||||
s_a.hc.4
|
||||
+ (tension * 0.08 + move1 * 0.7 + move2 * -1.0 + slowrise * 2.0),
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + (move1 * 0.2 + move2 * -1.0));
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_z(short * 0.04 + (move1 * 2.0 + move2 * -3.5));
|
||||
next.belt.orientation = Quaternion::rotation_z(short * 0.08 + (move1 * -1.0));
|
||||
next.shorts.orientation = Quaternion::rotation_z(short * 0.15 + (move1 * -1.0));
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + (move1 * -1.0 + move2 * 2.0),
|
||||
s_a.head.0 + (move1 * 1.0),
|
||||
s_a.head.1,
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0 + move1 * 4.0,
|
||||
8.0 + move1 * 2.0 + move2 * 4.0,
|
||||
2.0 + move1 * -1.0 + slowrise * 20.0,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -1.5 + move2 * 3.2);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(tension * 0.07 + move1 * -1.2 + slowrise * 0.5)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move1 * 1.0 + move2 * -20.0,
|
||||
8.0 + move1 * 1.0 + move2 * 4.0,
|
||||
2.0 + move1 * -3.0 + slowrise * 20.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * -1.0)
|
||||
* Quaternion::rotation_y(
|
||||
tension * -0.07 + move1 * -2.0 + slowrise * 1.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move2 * 1.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,18 +2,22 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct DashAnimation;
|
||||
|
||||
impl Animation for DashAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
type DashAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for DashAnimation {
|
||||
type Dependency = DashAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -23,7 +27,7 @@ impl Animation for DashAnimation {
|
||||
#[allow(clippy::single_match)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _global_time, stage_section): Self::Dependency,
|
||||
(hands, _global_time, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -31,13 +35,17 @@ impl Animation for DashAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (movement1, movement2, movement3, movement4) = match stage_section {
|
||||
let (movement1, movement2, movement3, move4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Charge) => (1.0, anim_time, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.01), 0.0),
|
||||
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move4;
|
||||
let move1 = movement1 * pullback;
|
||||
let move2 = movement2 * pullback;
|
||||
let move3 = movement3 * pullback;
|
||||
|
||||
fn slow(x: f32) -> f32 {
|
||||
((5.0 / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin())
|
||||
@ -50,12 +58,41 @@ impl Animation for DashAnimation {
|
||||
fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
match active_tool_kind {
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + move2.min(1.0) * 1.0);
|
||||
next.head.orientation = Quaternion::rotation_y(move2.min(1.0) * -0.3 + move3 * 0.3)
|
||||
* Quaternion::rotation_z(move1 * -0.9 + move3 * 1.6);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + (2.0 + shortalt(move2) * -2.5) + move3 * -3.0,
|
||||
);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(move2.min(1.0) * -0.4 + move3 * 0.4)
|
||||
* Quaternion::rotation_y(move2.min(1.0) * -0.2 + move3 * 0.3)
|
||||
* Quaternion::rotation_z(move1 * 1.1 + move3 * -2.2);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.25);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.1);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4)
|
||||
* Quaternion::rotation_y(slow(anim_time) * 0.4);
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -64,48 +101,73 @@ impl Animation for DashAnimation {
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + (movement1 * -5.0 + movement3 * -2.0) * (1.0 - movement4),
|
||||
s_a.sc.1 + (movement2.min(1.0) * -2.0) * (1.0 - movement4),
|
||||
s_a.sc.2 + (movement2.min(1.0) * 2.0) * (1.0 - movement4),
|
||||
s_a.sc.0 + (move1 * -5.0 + move3 * -2.0),
|
||||
s_a.sc.1 + (move2.min(1.0) * -2.0),
|
||||
s_a.sc.2 + (move2.min(1.0) * 2.0),
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
s_a.sc.3 + (movement1 * -1.0 + movement3 * -0.5) * (1.0 - movement4),
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.sc.4 + (movement1 * 1.5 + movement3 * -2.5) * (1.0 - movement4),
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
|
||||
* Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.0 + move3 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move1 * 5.0 + move3 * -30.0,
|
||||
8.0 + move3 * -5.0,
|
||||
2.0 + move1 * 1.0,
|
||||
);
|
||||
|
||||
next.head.position =
|
||||
Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + movement2.min(1.0) * 1.0);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_y(movement2.min(1.0) * -0.3 + movement3 * 0.3)
|
||||
* (1.0 - movement4)
|
||||
* Quaternion::rotation_z(movement1 * -0.9 + movement3 * 1.6)
|
||||
* (1.0 - movement4);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + (2.0 + shortalt(movement2) * -2.5) * (1.0 - movement4),
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(
|
||||
(movement2.min(1.0) * -0.4 + movement3 * 0.4) * (1.0 - movement4),
|
||||
) * Quaternion::rotation_y(
|
||||
(movement2.min(1.0) * -0.2 + movement3 * 0.3) * (1.0 - movement4),
|
||||
) * Quaternion::rotation_z(
|
||||
(movement1 * 1.1 + movement3 * -2.2) * (1.0 - movement4),
|
||||
);
|
||||
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_z((short(movement2).min(1.0) * 0.25) * (1.0 - movement4));
|
||||
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_z((short(movement2).min(1.0) * 0.1) * (1.0 - movement4));
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * -3.0 + move3 * -0.5)
|
||||
* Quaternion::rotation_y(
|
||||
move1 * 1.5 + (move2 * 1.0).min(0.8) + move3 * 1.5,
|
||||
)
|
||||
* Quaternion::rotation_z(move3 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4)
|
||||
* Quaternion::rotation_y(slow(anim_time) * 0.4);
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -3,7 +3,7 @@ use super::{
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::comp::item::{Hands, ToolKind};
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use std::ops::Mul;
|
||||
|
||||
pub struct IdleAnimation;
|
||||
|
||||
@ -87,48 +87,50 @@ impl Animation for IdleAnimation {
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 7.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
|
||||
},
|
||||
Some(ToolKind::Shield) => {
|
||||
next.main.position = Vec3::new(-0.0, -5.0, 3.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
|
||||
},
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Bow) => {
|
||||
next.main.position = Vec3::new(0.0, -5.0, 6.0);
|
||||
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
||||
next.main.position = Vec3::new(2.0, -5.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {
|
||||
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
}
|
||||
|
||||
match second_tool_kind {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.second.position = Vec3::new(4.0, -6.0, 7.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
|
||||
},
|
||||
Some(ToolKind::Shield) => {
|
||||
next.second.position = Vec3::new(0.0, -4.0, 3.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
|
||||
},
|
||||
_ => {
|
||||
next.second.position = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.second.orientation =
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
|
||||
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
|
||||
|
@ -34,13 +34,9 @@ impl Animation for JumpAnimation {
|
||||
let mut next = (*skeleton).clone();
|
||||
let slow = (anim_time * 7.0).sin();
|
||||
|
||||
let random =
|
||||
((((2.0 * ((global_time - anim_time) - ((global_time - anim_time).round()))).abs())
|
||||
* 10.0)
|
||||
.round())
|
||||
/ 10.0;
|
||||
|
||||
let switch = if random > 0.5 { 1.0 } else { -1.0 };
|
||||
let subtract = global_time - anim_time as f32;
|
||||
let check = subtract - subtract.trunc();
|
||||
let switch = (check - 0.5).signum();
|
||||
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
let speednorm = (speed / 10.0).min(1.0);
|
||||
@ -90,7 +86,7 @@ impl Animation for JumpAnimation {
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(speednorm * 0.5) * Quaternion::rotation_z(tilt * 3.0);
|
||||
|
||||
if random > 0.5 {
|
||||
if switch > 0.0 {
|
||||
next.hand_l.position = Vec3::new(
|
||||
-s_a.hand.0,
|
||||
1.0 + s_a.hand.1 + 4.0,
|
||||
@ -194,11 +190,33 @@ impl Animation for JumpAnimation {
|
||||
next.torso.orientation = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,18 +2,21 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use std::f32::consts::PI;
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
pub struct LeapAnimation;
|
||||
|
||||
impl Animation for LeapAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
type LeapAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for LeapAnimation {
|
||||
type Dependency = LeapAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -23,7 +26,7 @@ impl Animation for LeapAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -31,39 +34,34 @@ impl Animation for LeapAnimation {
|
||||
*rate = 1.0;
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let (move1, move2, move3, move4) = match stage_section {
|
||||
let (movement1, movement2, movement3, move4) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0, 0.0),
|
||||
Some(StageSection::Movement) => (1.0, anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time),
|
||||
Some(StageSection::Movement) => (1.0, anim_time.powi(2), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, 1.0, anim_time.powf(0.75), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powf(0.75)),
|
||||
_ => (0.0, 0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move4;
|
||||
let move1 = movement1 * pullback;
|
||||
let move2 = movement2 * pullback;
|
||||
let move3 = movement3 * pullback;
|
||||
|
||||
if let Some(ToolKind::Hammer) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * s_a.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + move2 * -10.0 + move3 * 6.0,
|
||||
s_a.hc.1 + move2 * 5.0 + move3 * 7.0,
|
||||
s_a.hc.2 + move2 * 5.0 + move3 * -10.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + move2 * 1.57 + move3 * -2.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.3 + move3 * -0.9 + move4 * 0.3)
|
||||
next.chest.orientation = Quaternion::rotation_x(move2 * 0.4 + move3 * -1.5)
|
||||
* Quaternion::rotation_z(move1 * 0.5 + move2 * 0.2 + move3 * -0.7);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(move3 * 0.2)
|
||||
* Quaternion::rotation_y(0.0 + move2 * -0.1)
|
||||
* Quaternion::rotation_y(move2 * -0.1)
|
||||
* Quaternion::rotation_z(move1 * -0.4 + move2 * -0.2 + move3 * 0.6);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
@ -75,52 +73,36 @@ impl Animation for LeapAnimation {
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + 8.0 + move3 * -13.0,
|
||||
s_a.foot.2 + 5.0 + move3 * -5.0,
|
||||
s_a.foot.1 + move2 * 8.0 + move3 * -13.0,
|
||||
s_a.foot.2 + move2 * 5.0 + move3 * -5.0,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(0.9 + move3 * -1.7);
|
||||
} else if let Some(ToolKind::Axe) = active_tool_kind {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move3 * -5.0);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * 8.0,
|
||||
s_a.ac.1 + move1 * 4.0 + move3 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * 1.0 + move3 * -14.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(
|
||||
s_a.ac.3 + move1 * -2.0 + move2 * 0.7 + move3 * -2.3
|
||||
) * Quaternion::rotation_y(s_a.ac.4)// + move1 * 0.5)
|
||||
* Quaternion::rotation_z(s_a.ac.5+move1*PI); // - move1 * 0.2);
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.3 + move2 * 0.5 + move3 * -1.0)
|
||||
* Quaternion::rotation_z(move1 * 0.4 + move2 * 0.4);
|
||||
|
||||
next.torso.orientation = Quaternion::rotation_x(
|
||||
-0.3 + move2 * -1.6 * PI + move2 * -0.3 + move3 * -0.2 * PI + move4 * -0.1 * PI,
|
||||
) * Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(0.0 + move1 * -0.4 + move2 * 0.4 + move3 * 0.2);
|
||||
next.head.orientation = Quaternion::rotation_x(move2 * -0.6 + move3 * 0.8)
|
||||
* Quaternion::rotation_z(move2 * -0.4);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + move2 * 4.0 + move3 * -1.0,
|
||||
s_a.foot.2,
|
||||
s_a.foot.1 + move2 * -4.0 + move3 * 4.0,
|
||||
s_a.foot.2 + move2 * 5.0 + move3 * -5.0,
|
||||
);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + move2 * 4.0 + move3 * -8.0,
|
||||
s_a.foot.1 + move2 * 4.0,
|
||||
s_a.foot.2 + move3 * -3.0,
|
||||
);
|
||||
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.9 - move2 * 1.0 + move3 * 1.8);
|
||||
Quaternion::rotation_x(move1 * 0.9 - move2 * 1.9 + move3 * 1.8);
|
||||
|
||||
next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.9 - move3 * 1.8);
|
||||
|
||||
@ -128,8 +110,128 @@ impl Animation for LeapAnimation {
|
||||
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.3 + move2 * 0.1);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Hammer) => {
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
next.control.position = Vec3::new(
|
||||
s_a.hc.0 + move2 * -10.0 + move3 * 10.0,
|
||||
s_a.hc.1 + move2 * 5.0 + move3 * 7.0,
|
||||
s_a.hc.2 + move2 * 5.0 + move3 * -10.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.hc.3 + move2 * 1.57 + move3 * -2.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4 + move2 * 1.3)
|
||||
* Quaternion::rotation_z(s_a.hc.5 + move2 * -1.0 + move3 * 0.5);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move2 * 8.0 + move3 * 15.0,
|
||||
s_a.ac.1 + move3 * -10.0,
|
||||
s_a.ac.2 + move3 * 4.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move2 * -0.8 + move3 * -4.0)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move2 * -0.6 + move3 * -1.6);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0 + move3 * 4.0, 8.0 + move3 * 8.0, 2.0 + move3 * -4.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * -2.0)
|
||||
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.9);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move2 * -5.0 + move3 * 9.0,
|
||||
2.0 + move2 * 8.0 + move3 * -12.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 2.0,
|
||||
8.0 + move2 * -8.0 + move3 * 13.0,
|
||||
2.0 + move2 * 7.0 + move3 * -10.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move3 * -2.2)
|
||||
* Quaternion::rotation_y(move2 * -0.5 + move3 * 1.2);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Hammer)
|
||||
| Some(ToolKind::HammerSimple)
|
||||
| Some(ToolKind::Pick) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0 + move2 * 3.0 + move3 * -3.0,
|
||||
8.0 + move2 * -9.0 + move3 * 15.0,
|
||||
2.0 + move2 * 11.0 + move3 * -18.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 1.5 + move3 * -2.5)
|
||||
* Quaternion::rotation_y(move2 * -0.75 + move3 * 0.75);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -253,11 +253,34 @@ impl Animation for RunAnimation {
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
|
||||
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,19 +2,23 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct SpinAnimation;
|
||||
|
||||
impl Animation for SpinAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
type SpinAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for SpinAnimation {
|
||||
type Dependency = SpinAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -23,7 +27,7 @@ impl Animation for SpinAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spin")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -38,68 +42,37 @@ impl Animation for SpinAnimation {
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let movement1 = movement1base * pullback;
|
||||
let movement2 = movement2base * pullback;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) => {
|
||||
let move1 = movement1base * pullback;
|
||||
let move2 = movement2base * pullback;
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1 * 2.0 + movement2 * -12.0 + movement3 * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1 * 0.6 + movement2 * -15.0 + movement3 * -10.0,
|
||||
s_a.sc.2 + 1.0 + movement1 * 0.6 + movement2 * 1.5 + movement3 * -4.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1 * -1.2)
|
||||
* Quaternion::rotation_y(
|
||||
s_a.sc.4 - 0.6 + movement1 * 0.0 + movement2 * -1.7,
|
||||
)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + 0.1 + movement1 * 1.57);
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.head.position = Vec3::new(
|
||||
0.0 + 2.0 + movement2 * -2.0,
|
||||
2.0 + movement2 * -2.0 + s_a.head.0,
|
||||
0.0 + 2.0 + move2 * -2.0,
|
||||
2.0 + move2 * -2.0 + s_a.head.0,
|
||||
s_a.head.1,
|
||||
);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(movement2 * 0.15)
|
||||
* Quaternion::rotation_y(
|
||||
movement1 * -0.1 + movement2 * 0.15 + movement3 * -0.1,
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
-1.0 + movement1 * -0.6 + movement2 * 1.0 + movement3 * 0.5,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(move2 * -0.15)
|
||||
* Quaternion::rotation_y(move1 * -0.1 + move2 * 0.15)
|
||||
* Quaternion::rotation_z(-1.0 + move1 * -0.6 + move2 * 1.6);
|
||||
|
||||
next.belt.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 0.5);
|
||||
next.belt.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 0.5);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement1 * 0.1)
|
||||
* Quaternion::rotation_z(movement2.sin() * 1.5);
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.1) * Quaternion::rotation_z(move2.sin() * 1.5);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement1 * 0.1 + movement2 * -0.1)
|
||||
* Quaternion::rotation_z(1.07 + movement1 * 0.4 + movement2 * -1.1);
|
||||
next.head.orientation = Quaternion::rotation_x(move2 * 0.15)
|
||||
* Quaternion::rotation_z(1.07 + move1 * 0.4 + move2 * -1.5);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
@ -107,19 +80,6 @@ impl Animation for SpinAnimation {
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + (-3.0 + movement1 * 0.0 + movement2 * -2.0),
|
||||
s_a.ac.1 + (-3.5 + movement1 * -4.6 + movement2 * 5.0),
|
||||
s_a.ac.2 + (-11.0 + movement1 * 10.0 + movement2 * -4.0),
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + (-2.6 + movement1 * 0.0 + movement2 * -0.6))
|
||||
* Quaternion::rotation_y(
|
||||
s_a.ac.4 + (0.2 + movement1 * -0.5 + movement2 * 0.0),
|
||||
)
|
||||
* Quaternion::rotation_z(
|
||||
s_a.ac.5 + (-0.5 + movement1 * -3.0 + movement2 * 0.5),
|
||||
);
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_x(0.4 + movement2 * -0.5)
|
||||
@ -157,9 +117,134 @@ impl Animation for SpinAnimation {
|
||||
);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(movement1 * -0.5 + movement2 * -0.5);
|
||||
next.head.orientation = Quaternion::rotation_x(movement2 * 0.25)
|
||||
* Quaternion::rotation_z(movement2 * 0.8);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0 + movement1base * 2.0 + movement2base * -7.0,
|
||||
s_a.sc.1 + 8.0 + movement1base * 0.6 + movement2base * -15.0,
|
||||
s_a.sc.2 + 1.0 + movement1base * 0.6 + movement2base * 1.5,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(-0.5 + s_a.sc.3 + movement1base * -1.2)
|
||||
* Quaternion::rotation_y(s_a.sc.4 - 0.6 + movement2base * -0.2)
|
||||
* Quaternion::rotation_z(s_a.sc.5 - 1.57 + movement1base * PI);
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
|
||||
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
let (move1, move2, _move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.control.position = Vec3::new(
|
||||
s_a.ac.0 + move1 * -1.0 + move2 * -2.0,
|
||||
s_a.ac.1 + move1 * -3.0 + move2 * 3.0,
|
||||
s_a.ac.2 + move1 * 6.0 + move2 * -15.0,
|
||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * 0.0 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.0 + move2 * -0.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * -2.0 + move2 * -1.0)
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_l.position = Vec3::new(-7.0 + movement2base * -5.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-2.7 + movement1base * -1.0 + movement2base * 2.0)
|
||||
* Quaternion::rotation_z(1.5 + movement1base * PI);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-2.0 + movement1base * -5.0,
|
||||
18.0 + movement1base * -10.0,
|
||||
6.0 + movement1base * -10.0,
|
||||
);
|
||||
next.control_l.orientation = Quaternion::rotation_x(1.7 + movement2base * 1.5)
|
||||
* Quaternion::rotation_y(-3.7)
|
||||
* Quaternion::rotation_z(1.5 + movement2base * 1.57);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(15.0 + move2 * -15.0, 8.0 + move2 * 5.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7)
|
||||
* Quaternion::rotation_y(-3.3 + move1 * -1.0 + move2 * 2.0)
|
||||
* Quaternion::rotation_z(1.5 + move1 * PI);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
12.0 + move1 * -10.0,
|
||||
18.0 + move1 * -10.0,
|
||||
4.0 + move1 * -2.0,
|
||||
);
|
||||
next.control_r.orientation = Quaternion::rotation_x(1.7 + move2 * 1.5)
|
||||
* Quaternion::rotation_y(-3.3)
|
||||
* Quaternion::rotation_z(1.5 + move2 * 1.57);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,19 +2,23 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::{AbilityInfo, StageSection},
|
||||
};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct SpinMeleeAnimation;
|
||||
|
||||
impl Animation for SpinMeleeAnimation {
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
type SpinMeleeAnimationDependency = (
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
Option<AbilityInfo>,
|
||||
);
|
||||
impl Animation for SpinMeleeAnimation {
|
||||
type Dependency = SpinMeleeAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -24,21 +28,81 @@ impl Animation for SpinMeleeAnimation {
|
||||
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, _velocity, _global_time, stage_section): Self::Dependency,
|
||||
(hands, _velocity, _global_time, stage_section, ability_info): Self::Dependency,
|
||||
anim_time: f32,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(2.0)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - movement3;
|
||||
let move1 = movement1 * pullback;
|
||||
let move2 = movement2 * pullback;
|
||||
let mut next = (*skeleton).clone();
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.torso.orientation = Quaternion::rotation_z(movement2 * PI * 2.0);
|
||||
|
||||
match active_tool_kind {
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest.0 + move1 * -2.0,
|
||||
s_a.chest.1 + move1 * -2.0 + move2 * 2.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_x(move1 * -0.3);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.2) * Quaternion::rotation_z(move2 * 0.8);
|
||||
next.belt.orientation = Quaternion::rotation_x(move1 * 0.5);
|
||||
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.4);
|
||||
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1 + move1 * 0.0);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.15);
|
||||
next.shorts.position =
|
||||
Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1 + move1 * 1.0);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -6.0, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(move1 * -1.0);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(move1 * -0.2) * Quaternion::rotation_z(move1 * 0.4);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1);
|
||||
|
||||
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0);
|
||||
next.chest.orientation =
|
||||
Quaternion::rotation_x(move1 * 0.3) * Quaternion::rotation_y(move1 * 0.3);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1 + move1 * 0.5);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.15);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
1.0 + s_a.shorts.0 + move1 * 1.0,
|
||||
s_a.shorts.1 + move1 * 1.0,
|
||||
);
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.15 + 0.15 * move1);
|
||||
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_z(movement1 * -0.5 + movement2 * -6.78);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 7.0, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -3.0, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
@ -50,23 +114,14 @@ impl Animation for SpinMeleeAnimation {
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + move1 * 2.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5 + move3 * PI / 2.0)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0 + move3 * PI / 2.0);
|
||||
next.torso.orientation = Quaternion::rotation_z(move2 * PI * 2.0);
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0 + move1 * -2.0, s_a.chest.1 + move1 * -3.0);
|
||||
next.chest.orientation = Quaternion::rotation_x(move1 * -0.3)
|
||||
* Quaternion::rotation_y(move1 * 0.15 + move3 * -0.15);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_x(move1 * 0.2 + move3 * 0.15)
|
||||
* Quaternion::rotation_z(move2 * 0.8 + move3 * -0.6);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.1);
|
||||
next.shorts.orientation = Quaternion::rotation_x(0.2);
|
||||
next.control.position = Vec3::new(
|
||||
s_a.sc.0,
|
||||
s_a.sc.1 + move1 * 4.0,
|
||||
s_a.sc.2 + move1 * 2.0 + move2 * 10.0,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + move1 * -PI / 2.5)
|
||||
* Quaternion::rotation_z(s_a.sc.5 + move1 * -PI / 2.0);
|
||||
},
|
||||
|
||||
Some(ToolKind::Axe) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
@ -80,54 +135,73 @@ impl Animation for SpinMeleeAnimation {
|
||||
next.control.position =
|
||||
Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2 + move1 * -4.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * -0.8 * (1.0 - move3))
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -PI * (1.0 - move3))
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * 1.2 * (1.0 - move3));
|
||||
|
||||
next.head.orientation = Quaternion::rotation_x(move1 * -0.2 * (1.0 - move3))
|
||||
* Quaternion::rotation_z(move1 * 0.4 * (1.0 - move3));
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0 + move1 * 2.0, s_a.head.1);
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 * (1.0 - move3));
|
||||
next.chest.orientation = Quaternion::rotation_x(move1 * 0.3 * (1.0 - move3))
|
||||
* Quaternion::rotation_y(move1 * 0.3 * (1.0 - move3));
|
||||
|
||||
next.belt.position = Vec3::new(
|
||||
0.0,
|
||||
1.0 + s_a.belt.0,
|
||||
s_a.belt.1 + move1 * 0.5 * (1.0 - move3),
|
||||
);
|
||||
next.belt.orientation = Quaternion::rotation_x(0.15);
|
||||
next.shorts.position = Vec3::new(
|
||||
0.0,
|
||||
1.0 + s_a.shorts.0 + move1 * 1.0 * (1.0 - move3),
|
||||
s_a.shorts.1 + move1 * 1.0 * (1.0 - move3),
|
||||
);
|
||||
next.shorts.orientation =
|
||||
Quaternion::rotation_x(0.15 + 0.15 * move1 * (1.0 - move3));
|
||||
|
||||
next.torso.orientation =
|
||||
Quaternion::rotation_z(move1 * 1.0 * (1.0 - move3) + move2 * -2.0 * PI);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
s_a.foot.1 + move1 * 7.0 * (1.0 - move3),
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.8 * (1.0 - move3));
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + move1 * -3.0 * (1.0 - move3),
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5 * (1.0 - move3));
|
||||
Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + move2 * 0.4)
|
||||
* Quaternion::rotation_y(s_a.ac.4 + move1 * -PI)
|
||||
* Quaternion::rotation_z(s_a.ac.5 + move1 * 1.4);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -0.5)
|
||||
* Quaternion::rotation_z(move1 * 1.57);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.3)
|
||||
* Quaternion::rotation_z(move1 * -1.57);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Sword) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0 + move1 * 10.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.2)
|
||||
* Quaternion::rotation_y(move1 * 0.8)
|
||||
* Quaternion::rotation_z(move1 * 1.57);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
Some(ToolKind::Axe) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3 + move1 * -1.6)
|
||||
* Quaternion::rotation_z(move1 * -1.57);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,20 +2,25 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
|
||||
pub struct StaggeredAnimation;
|
||||
|
||||
impl Animation for StaggeredAnimation {
|
||||
type Dependency = (
|
||||
type StaggeredAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
f32,
|
||||
bool,
|
||||
);
|
||||
impl Animation for StaggeredAnimation {
|
||||
type Dependency = StaggeredAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -28,6 +33,7 @@ impl Animation for StaggeredAnimation {
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
global_time,
|
||||
stage_section,
|
||||
@ -67,8 +73,9 @@ impl Animation for StaggeredAnimation {
|
||||
if wield_status {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) => {
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -150,6 +157,42 @@ impl Animation for StaggeredAnimation {
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
}
|
||||
} else if mirror > 0.0 {
|
||||
next.hand_r.position = Vec3::new(
|
||||
|
@ -3,7 +3,7 @@ use super::{
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::comp::item::{Hands, ToolKind};
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
use std::ops::Mul;
|
||||
|
||||
pub struct StandAnimation;
|
||||
|
||||
@ -94,59 +94,60 @@ impl Animation for StandAnimation {
|
||||
next.glider.position = Vec3::new(0.0, 0.0, 10.0);
|
||||
next.glider.scale = Vec3::one() * 0.0;
|
||||
next.hold.position = Vec3::new(0.4, -0.3, -5.8);
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 7.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
|
||||
},
|
||||
Some(ToolKind::Shield) => {
|
||||
next.main.position = Vec3::new(-0.0, -5.0, 3.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
|
||||
},
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Bow) => {
|
||||
next.main.position = Vec3::new(0.0, -5.0, 6.0);
|
||||
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
||||
next.main.position = Vec3::new(2.0, -5.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(-0.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {
|
||||
next.main.position = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.main.orientation = Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
}
|
||||
|
||||
match second_tool_kind {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.second.position = Vec3::new(4.0, -6.0, 7.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(-1.5 * PI);
|
||||
},
|
||||
Some(ToolKind::Shield) => {
|
||||
next.second.position = Vec3::new(0.0, -4.0, 3.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-0.25 * PI) * Quaternion::rotation_z(1.5 * PI);
|
||||
},
|
||||
_ => {
|
||||
next.second.position = Vec3::new(-7.0, -5.0, 15.0);
|
||||
next.second.orientation =
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.5) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
next.lantern.position = Vec3::new(s_a.lantern.0, s_a.lantern.1, s_a.lantern.2);
|
||||
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * s_a.scaler;
|
||||
|
||||
next.second.scale = Vec3::one();
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(Some(Hands::One) | None, Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
};
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,20 +2,25 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
states::utils::StageSection,
|
||||
};
|
||||
|
||||
pub struct StunnedAnimation;
|
||||
|
||||
impl Animation for StunnedAnimation {
|
||||
type Dependency = (
|
||||
type StunnedAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
f32,
|
||||
f32,
|
||||
Option<StageSection>,
|
||||
f32,
|
||||
bool,
|
||||
);
|
||||
impl Animation for StunnedAnimation {
|
||||
type Dependency = StunnedAnimationDependency;
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -28,6 +33,7 @@ impl Animation for StunnedAnimation {
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
_velocity,
|
||||
global_time,
|
||||
stage_section,
|
||||
@ -65,8 +71,10 @@ impl Animation for StunnedAnimation {
|
||||
if wield_status {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Sword) => {
|
||||
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -148,6 +156,42 @@ impl Animation for StunnedAnimation {
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
}
|
||||
} else if mirror > 0.0 {
|
||||
next.hand_r.position = Vec3::new(
|
||||
|
@ -230,7 +230,29 @@ impl Animation for SwimAnimation {
|
||||
) * Quaternion::rotation_y(tilt * 8.0)
|
||||
* Quaternion::rotation_z(tilt * 8.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match active_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.main.position = Vec3::new(-4.0, -5.0, 10.0);
|
||||
next.main.orientation =
|
||||
Quaternion::rotation_y(2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => match second_tool_kind {
|
||||
Some(ToolKind::Axe) | Some(ToolKind::Hammer) | Some(ToolKind::Sword) => {
|
||||
next.second.position = Vec3::new(4.0, -5.5, 10.0);
|
||||
next.second.orientation =
|
||||
Quaternion::rotation_y(-2.35) * Quaternion::rotation_z(1.57);
|
||||
},
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next.second.scale = match hands {
|
||||
(Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
(_, _) => Vec3::zero(),
|
||||
|
@ -2,7 +2,10 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
CharacterSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::{comp::item::ToolKind, util::Dir};
|
||||
use common::{
|
||||
comp::item::{Hands, ToolKind},
|
||||
util::Dir,
|
||||
};
|
||||
use std::{f32::consts::PI, ops::Mul};
|
||||
|
||||
pub struct WieldAnimation;
|
||||
@ -10,6 +13,7 @@ pub struct WieldAnimation;
|
||||
type WieldAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
(Option<Hands>, Option<Hands>),
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
Dir,
|
||||
@ -30,6 +34,7 @@ impl Animation for WieldAnimation {
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
hands,
|
||||
orientation,
|
||||
last_ori,
|
||||
look_dir,
|
||||
@ -43,7 +48,7 @@ impl Animation for WieldAnimation {
|
||||
*rate = 1.0;
|
||||
let lab: f32 = 1.0;
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
|
||||
let speednorm = speed / 9.5;
|
||||
let mut next = (*skeleton).clone();
|
||||
let head_look = Vec2::new(
|
||||
(global_time + anim_time / 3.0).floor().mul(7331.0).sin() * 0.2,
|
||||
@ -87,8 +92,17 @@ impl Animation for WieldAnimation {
|
||||
} * 1.25)
|
||||
* 4.0;
|
||||
let jump = if velocity.z == 0.0 { 0.0 } else { 1.0 };
|
||||
|
||||
// next.second.scale = match hands {
|
||||
// (Some(Hands::One), Some(Hands::One)) => Vec3::one(),
|
||||
// (_, _) => Vec3::zero(),
|
||||
// };
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_z(0.0);
|
||||
if speed > 0.2 && velocity.z == 0.0 {
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7)
|
||||
next.chest.orientation = Quaternion::rotation_z(short * 0.1 + strafe * 0.7 * speednorm)
|
||||
* Quaternion::rotation_y(strafe * 0.2)
|
||||
* Quaternion::rotation_x(((direction * 0.8).min(0.3)) * (1.0 - tilt.abs()));
|
||||
next.head.orientation =
|
||||
@ -97,18 +111,14 @@ impl Animation for WieldAnimation {
|
||||
(0.3 - direction * 0.4) * (1.0 - tilt.abs()) + look_dir.z * 0.7,
|
||||
);
|
||||
|
||||
next.chest.position = Vec3::new(
|
||||
0.0 + short * strafe,
|
||||
s_a.chest.0,
|
||||
s_a.chest.1 + shortalt * -1.5,
|
||||
);
|
||||
next.chest.position =
|
||||
Vec3::new(short * strafe, s_a.chest.0, s_a.chest.1 + shortalt * -1.5);
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + u_slow * 0.1);
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + u_slow * 0.1);
|
||||
next.head.orientation = Quaternion::rotation_z(head_look.x + tilt * -0.75)
|
||||
* Quaternion::rotation_x(head_look.y.abs() + look_dir.z * 0.7);
|
||||
|
||||
next.chest.position =
|
||||
Vec3::new(0.0 + slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
|
||||
next.chest.position = Vec3::new(slowalt * 0.5, s_a.chest.0, s_a.chest.1 + u_slow * 0.5);
|
||||
next.belt.orientation = Quaternion::rotation_z(0.15 + beltstatic * tilt * 0.1);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_z(0.3 + beltstatic * tilt * 0.2);
|
||||
@ -141,11 +151,9 @@ impl Animation for WieldAnimation {
|
||||
next.back.orientation = Quaternion::rotation_x(-0.2);
|
||||
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
|
||||
}
|
||||
match active_tool_kind {
|
||||
match hands {
|
||||
(Some(Hands::Two), _) => match active_tool_kind {
|
||||
Some(ToolKind::Sword) | Some(ToolKind::SwordSimple) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
|
||||
@ -153,7 +161,8 @@ impl Animation for WieldAnimation {
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
|
||||
|
||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + direction * -5.0);
|
||||
next.control.position =
|
||||
Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2 + direction * -5.0);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.sc.3 + u_slow * 0.15)
|
||||
* Quaternion::rotation_z(u_slowalt * 0.08);
|
||||
},
|
||||
@ -161,26 +170,12 @@ impl Animation for WieldAnimation {
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
|
||||
|
||||
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_x(0.0 * PI)
|
||||
* Quaternion::rotation_y(0.0 * PI)
|
||||
* Quaternion::rotation_z(0.0 * PI);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
|
||||
},
|
||||
@ -212,14 +207,13 @@ impl Animation for WieldAnimation {
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
|
||||
|
||||
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2 + direction * -5.0);
|
||||
next.control.position =
|
||||
Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2 + direction * -5.0);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
|
||||
* Quaternion::rotation_y(s_a.ac.4)
|
||||
* Quaternion::rotation_z(s_a.ac.5);
|
||||
},
|
||||
Some(ToolKind::Hammer) | Some(ToolKind::HammerSimple) | Some(ToolKind::Pick) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4);
|
||||
@ -250,8 +244,6 @@ impl Animation for WieldAnimation {
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
|
||||
};
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.control.position =
|
||||
Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2 + direction * -5.0);
|
||||
@ -263,25 +255,6 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_y(s_a.stc.4)
|
||||
* Quaternion::rotation_z(s_a.stc.5 + u_slowalt * 0.1);
|
||||
},
|
||||
Some(ToolKind::Shield) => {
|
||||
next.control.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
|
||||
next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI);
|
||||
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0 * PI);
|
||||
|
||||
next.control_l.position = Vec3::new(-7.0, 0.0, 0.0);
|
||||
|
||||
next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
next.second.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.second.orientation = Quaternion::rotation_x(0.0 * PI);
|
||||
|
||||
next.control_r.position = Vec3::new(7.0, 0.0, 0.0);
|
||||
},
|
||||
Some(ToolKind::Bow) => {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
@ -294,7 +267,8 @@ impl Animation for WieldAnimation {
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.57);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0);
|
||||
next.control.position =
|
||||
Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 + direction * -5.0);
|
||||
next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
|
||||
* Quaternion::rotation_y(s_a.bc.4)
|
||||
* Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
|
||||
@ -323,8 +297,41 @@ impl Animation for WieldAnimation {
|
||||
* Quaternion::rotation_z(u_slowalt * 0.1);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0, 2.0);
|
||||
next.control_r.orientation = Quaternion::rotation_x(-0.3);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.57)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -78,8 +78,23 @@ impl State {
|
||||
let inventory = inventories.get(client.entity());
|
||||
let stats = client.state().ecs().read_storage::<common::comp::Stats>();
|
||||
let stat = stats.get(client.entity());
|
||||
let should_be_present = if let (Some(inventory), Some(stat)) = (inventory, stat) {
|
||||
inventory.equipped(EquipSlot::Mainhand).map_or(false, |i| {
|
||||
|
||||
let hands =
|
||||
|equip_slot| match inventory.and_then(|i| i.equipped(equip_slot).map(|i| i.kind())) {
|
||||
Some(ItemKind::Tool(tool)) => Some(tool.hands),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
let equip_slot = match (hands(EquipSlot::Mainhand), hands(EquipSlot::Offhand)) {
|
||||
(Some(_), _) => Some(EquipSlot::Mainhand),
|
||||
(_, Some(_)) => Some(EquipSlot::Offhand),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
let should_be_present = if let (Some(inventory), Some(stat), Some(equip_slot)) =
|
||||
(inventory, stat, equip_slot)
|
||||
{
|
||||
inventory.equipped(equip_slot).map_or(false, |i| {
|
||||
i.item_config_expect()
|
||||
.abilities
|
||||
.abilities
|
||||
@ -126,8 +141,9 @@ impl State {
|
||||
|
||||
let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
|
||||
(Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1),
|
||||
(_, Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
|
||||
(Some(_), Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
|
||||
(Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 1),
|
||||
(None, Some(_)) => (Some(EquipSlot::Offhand), 1),
|
||||
(_, _) => (None, 0),
|
||||
};
|
||||
|
||||
|
@ -563,8 +563,9 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
|
||||
let equip_slot = match (active_tool_hands, second_tool_hands) {
|
||||
(Some(Hands::Two), _) => Some(EquipSlot::Mainhand),
|
||||
(_, Some(Hands::One)) => Some(EquipSlot::Offhand),
|
||||
(Some(_), Some(Hands::One)) => Some(EquipSlot::Offhand),
|
||||
(Some(Hands::One), _) => Some(EquipSlot::Mainhand),
|
||||
(None, Some(_)) => Some(EquipSlot::Offhand),
|
||||
(_, _) => None,
|
||||
};
|
||||
|
||||
@ -661,27 +662,31 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
.w_h(40.0, 40.0)
|
||||
.right_from(state.ids.slot5, slot_offset)
|
||||
.set(state.ids.m1_slot_bg, ui);
|
||||
Button::image(
|
||||
match self
|
||||
.inventory
|
||||
.equipped(EquipSlot::Mainhand)
|
||||
.map(|i| i.kind())
|
||||
{
|
||||
Some(ItemKind::Tool(Tool { kind, .. })) => match kind {
|
||||
ToolKind::Sword => self.imgs.twohsword_m1,
|
||||
ToolKind::Dagger => self.imgs.onehdagger_m1,
|
||||
ToolKind::Shield => self.imgs.onehshield_m1,
|
||||
ToolKind::Hammer => self.imgs.twohhammer_m1,
|
||||
ToolKind::Axe => self.imgs.twohaxe_m1,
|
||||
ToolKind::Bow => self.imgs.bow_m1,
|
||||
ToolKind::Sceptre => self.imgs.skill_sceptre_lifesteal,
|
||||
ToolKind::Staff => self.imgs.fireball,
|
||||
ToolKind::Debug => self.imgs.flyingrod_m1,
|
||||
|
||||
let active_tool = get_item_and_tool(self.inventory, EquipSlot::Mainhand);
|
||||
let second_tool = get_item_and_tool(self.inventory, EquipSlot::Offhand);
|
||||
|
||||
let tool = match (
|
||||
active_tool.map(|(_, x)| x.hands),
|
||||
second_tool.map(|(_, x)| x.hands),
|
||||
) {
|
||||
(Some(_), _) => active_tool,
|
||||
(_, Some(_)) => second_tool,
|
||||
(_, _) => None,
|
||||
};
|
||||
|
||||
Button::image(match tool.map(|(_, t)| t.kind) {
|
||||
Some(ToolKind::Sword) => self.imgs.twohsword_m1,
|
||||
Some(ToolKind::Dagger) => self.imgs.onehdagger_m1,
|
||||
Some(ToolKind::Shield) => self.imgs.onehshield_m1,
|
||||
Some(ToolKind::Hammer) => self.imgs.twohhammer_m1,
|
||||
Some(ToolKind::Axe) => self.imgs.twohaxe_m1,
|
||||
Some(ToolKind::Bow) => self.imgs.bow_m1,
|
||||
Some(ToolKind::Sceptre) => self.imgs.skill_sceptre_lifesteal,
|
||||
Some(ToolKind::Staff) => self.imgs.fireball,
|
||||
Some(ToolKind::Debug) => self.imgs.flyingrod_m1,
|
||||
_ => self.imgs.nothing,
|
||||
},
|
||||
_ => self.imgs.nothing,
|
||||
},
|
||||
) // Insert Icon here
|
||||
}) // Insert Icon here
|
||||
.w_h(36.0, 36.0)
|
||||
.middle_of(state.ids.m1_slot_bg)
|
||||
.set(state.ids.m1_content, ui);
|
||||
@ -709,8 +714,9 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
second_tool.map(|(_, x)| x.hands),
|
||||
) {
|
||||
(Some(Hands::Two), _) => active_tool,
|
||||
(_, Some(Hands::One)) => second_tool,
|
||||
(Some(_), Some(Hands::One)) => second_tool,
|
||||
(Some(Hands::One), _) => active_tool,
|
||||
(None, Some(_)) => second_tool,
|
||||
(_, _) => None,
|
||||
};
|
||||
|
||||
|
@ -144,14 +144,26 @@ impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
|
||||
.map(|item| HotbarImage::Item(item.into()))
|
||||
.map(|i| (i, None)),
|
||||
hotbar::SlotContents::Ability3 => {
|
||||
let tool = match inventory
|
||||
.equipped(EquipSlot::Mainhand)
|
||||
.map(|i| (i, i.kind()))
|
||||
{
|
||||
Some((item, ItemKind::Tool(tool))) => Some((item, tool)),
|
||||
let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) {
|
||||
Some(ItemKind::Tool(tool)) => Some(tool.hands),
|
||||
_ => None,
|
||||
};
|
||||
|
||||
let active_tool_hands = hands(EquipSlot::Mainhand);
|
||||
let second_tool_hands = hands(EquipSlot::Offhand);
|
||||
|
||||
let equip_slot = match (active_tool_hands, second_tool_hands) {
|
||||
(Some(_), _) => Some(EquipSlot::Mainhand),
|
||||
(None, Some(_)) => Some(EquipSlot::Offhand),
|
||||
(_, _) => None,
|
||||
};
|
||||
|
||||
let tool =
|
||||
equip_slot.and_then(|es| match inventory.equipped(es).map(|i| (i, i.kind())) {
|
||||
Some((item, ItemKind::Tool(tool))) => Some((item, tool)),
|
||||
_ => None,
|
||||
});
|
||||
|
||||
tool.and_then(|(item, tool)| {
|
||||
hotbar_image(tool.kind).map(|i| {
|
||||
(
|
||||
@ -184,8 +196,9 @@ impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
|
||||
|
||||
let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
|
||||
(Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1),
|
||||
(_, Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
|
||||
(Some(_), Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
|
||||
(Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 1),
|
||||
(None, Some(_)) => (Some(EquipSlot::Offhand), 1),
|
||||
(_, _) => (None, 0),
|
||||
};
|
||||
|
||||
|
@ -897,11 +897,9 @@ impl FigureMgr {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
hands,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -991,11 +989,11 @@ impl FigureMgr {
|
||||
anim::character::ChargeswingAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1054,13 +1052,7 @@ impl FigureMgr {
|
||||
CharacterState::Boost(_) => {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
None,
|
||||
),
|
||||
(hands, None, None),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -1086,10 +1078,10 @@ impl FigureMgr {
|
||||
anim::character::DashAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1153,39 +1145,31 @@ impl FigureMgr {
|
||||
)
|
||||
},
|
||||
CharacterState::LeapMelee(s) => {
|
||||
let stage_progress = match active_tool_kind {
|
||||
Some(ToolKind::Axe | ToolKind::Hammer) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
match s.stage_section {
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time
|
||||
/ s.static_data.buildup_duration.as_secs_f32()
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Movement => {
|
||||
stage_time
|
||||
/ s.static_data.movement_duration.as_secs_f32()
|
||||
stage_time / s.static_data.movement_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time
|
||||
/ s.static_data.recover_duration.as_secs_f32()
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
},
|
||||
_ => state.state_time,
|
||||
};
|
||||
|
||||
anim::character::LeapAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1193,35 +1177,28 @@ impl FigureMgr {
|
||||
)
|
||||
},
|
||||
CharacterState::SpinMelee(s) => {
|
||||
let stage_progress = match active_tool_kind {
|
||||
Some(ToolKind::Axe | ToolKind::Sword) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
match s.stage_section {
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time
|
||||
/ s.static_data.buildup_duration.as_secs_f32()
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time
|
||||
/ s.static_data.recover_duration.as_secs_f32()
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
},
|
||||
_ => state.state_time,
|
||||
};
|
||||
|
||||
anim::character::SpinMeleeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1249,6 +1226,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
@ -1266,6 +1244,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
@ -1359,11 +1338,9 @@ impl FigureMgr {
|
||||
1 => anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
hands,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1372,11 +1349,11 @@ impl FigureMgr {
|
||||
2 => anim::character::SpinAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1385,11 +1362,11 @@ impl FigureMgr {
|
||||
_ => anim::character::BetaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
rel_vel.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
@ -1453,6 +1430,7 @@ impl FigureMgr {
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
hands,
|
||||
// TODO: Update to use the quaternion.
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
@ -3602,6 +3580,38 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Stunned(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f32()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f32()
|
||||
},
|
||||
_ => 0.0,
|
||||
};
|
||||
match s.static_data.poise_state {
|
||||
PoiseState::Normal
|
||||
| PoiseState::Interrupted
|
||||
| PoiseState::Stunned
|
||||
| PoiseState::Dazed
|
||||
| PoiseState::KnockedDown => {
|
||||
anim::biped_large::StunnedAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
rel_vel,
|
||||
state.acc_vel,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
}
|
||||
},
|
||||
CharacterState::Blink(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user