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Animation for parrying parry
This commit is contained in:
parent
dd37a699c0
commit
7c22847009
@ -8,4 +8,5 @@ BasicBlock(
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recover: false,
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),
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energy_cost: 0.0,
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can_hold: true,
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)
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@ -1,13 +1,14 @@
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BasicBlock(
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buildup_duration: 1.0,
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recover_duration: 0.5,
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buildup_duration: 0.25,
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recover_duration: 0.25,
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max_angle: 45.0,
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block_strength: 0.8,
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parry_window: (
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buildup: true,
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recover: true,
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),
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energy_cost: 10.0,
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energy_cost: 10,
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can_hold: false,
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meta: (
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kind: Some(Sword(Parrying)),
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),
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@ -483,6 +483,7 @@ pub enum CharacterAbility {
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block_strength: f32,
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parry_window: basic_block::ParryWindow,
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energy_cost: f32,
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can_hold: bool,
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#[serde(default)]
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meta: AbilityMeta,
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},
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@ -846,6 +847,7 @@ impl CharacterAbility {
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recover: false,
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},
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energy_cost: 2.5,
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can_hold: true,
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meta: Default::default(),
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}
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}
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@ -946,6 +948,7 @@ impl CharacterAbility {
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block_strength: _,
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parry_window: _,
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ref mut energy_cost,
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can_hold: _,
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meta: _,
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} => {
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*buildup_duration /= stats.speed;
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@ -2028,6 +2031,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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block_strength,
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parry_window,
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energy_cost,
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can_hold,
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meta: _,
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} => CharacterState::BasicBlock(basic_block::Data {
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static_data: basic_block::StaticData {
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@ -2037,6 +2041,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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block_strength: *block_strength,
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parry_window: *parry_window,
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energy_cost: *energy_cost,
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can_hold: *can_hold,
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ability_info,
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},
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timer: Duration::default(),
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@ -1,6 +1,6 @@
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use super::utils::*;
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use crate::{
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comp::{character_state::OutputEvents, CharacterState, InputKind, StateUpdate},
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comp::{character_state::OutputEvents, CharacterState, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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wielding,
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@ -32,6 +32,8 @@ pub struct StaticData {
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pub ability_info: AbilityInfo,
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/// Energy consumed to initiate the block
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pub energy_cost: f32,
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/// Whether block can be held
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pub can_hold: bool,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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@ -64,13 +66,19 @@ impl CharacterBehavior for Data {
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// Transitions to swing section of stage
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update.character = CharacterState::BasicBlock(Data {
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timer: Duration::default(),
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stage_section: StageSection::Action,
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stage_section: if self.static_data.can_hold {
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StageSection::Action
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} else {
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StageSection::Recover
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},
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..*self
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});
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}
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},
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StageSection::Action => {
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if input_is_pressed(data, InputKind::Block) {
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if self.static_data.can_hold
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&& input_is_pressed(data, self.static_data.ability_info.input)
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{
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// Block
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update.character = CharacterState::BasicBlock(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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@ -10,16 +10,16 @@ use core::f32::consts::PI;
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pub struct BlockAnimation;
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type BlockAnimationDependency = (
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type BlockAnimationDependency<'a> = (
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(Option<Hands>, Option<Hands>),
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<f32>,
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f32,
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Option<&'a str>,
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Option<StageSection>,
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);
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impl Animation for BlockAnimation {
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type Dependency<'a> = BlockAnimationDependency;
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type Dependency<'a> = BlockAnimationDependency<'a>;
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -28,7 +28,7 @@ impl Animation for BlockAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(hands, active_tool_kind, second_tool_kind,velocity, _global_time, stage_section): Self::Dependency<'a>,
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(hands, active_tool_kind, second_tool_kind, velocity, ability_id, stage_section): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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@ -41,192 +41,249 @@ impl Animation for BlockAnimation {
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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let speed = Vec2::<f32>::from(velocity).magnitude();
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match ability_id {
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None => {
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let (movement1base, move2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, (anim_time * 10.0).sin(), 0.0),
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let (movement1base, move2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, (anim_time * 10.0).sin(), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let move1 = movement1base * pullback;
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - movement3;
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let move1 = movement1base * pullback;
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if speed > 0.5 {
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} else {
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2);
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next.chest.orientation = Quaternion::rotation_x(move1 * -0.15);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.25);
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if speed > 0.5 {
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} else {
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2);
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next.chest.orientation = Quaternion::rotation_x(move1 * -0.15);
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next.head.orientation = Quaternion::rotation_x(move1 * 0.25);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5);
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next.shorts.position =
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Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0);
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next.belt.position =
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Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5);
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next.shorts.position =
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Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0);
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next.belt.orientation = Quaternion::rotation_x(move1 * 0.15);
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next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25);
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next.belt.orientation = Quaternion::rotation_x(move1 * 0.15);
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next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.foot_l.position =
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Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
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};
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next.foot_r.position =
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Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5);
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};
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match (hands, active_tool_kind, second_tool_kind) {
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((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
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Some(ToolKind::Sword) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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s_a.shr.0 + move1 * -2.0,
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s_a.shr.1,
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s_a.shr.2 + move1 * 20.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
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* Quaternion::rotation_y(s_a.shr.4)
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* Quaternion::rotation_z(move1 * 1.5);
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match (hands, active_tool_kind, second_tool_kind) {
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((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => {
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match tool {
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Some(ToolKind::Sword) => {
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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s_a.shr.0 + move1 * -2.0,
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s_a.shr.1,
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s_a.shr.2 + move1 * 20.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3)
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* Quaternion::rotation_y(s_a.shr.4)
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* Quaternion::rotation_z(move1 * 1.5);
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next.control.position =
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Vec3::new(s_a.sc.0 + move1 * -3.0, s_a.sc.1, s_a.sc.2 + move1 * 4.0);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_y(move1 * 1.1)
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* Quaternion::rotation_z(move1 * 1.7);
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},
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next.control.position = Vec3::new(
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s_a.sc.0 + move1 * -3.0,
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s_a.sc.1,
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s_a.sc.2 + move1 * 4.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_y(move1 * 1.1)
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* Quaternion::rotation_z(move1 * 1.7);
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},
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Some(ToolKind::Axe) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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Some(ToolKind::Axe) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
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* Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
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* Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(
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s_a.ac.0 + move1 * 13.0,
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s_a.ac.1 + move1 * -3.0,
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s_a.ac.2 + move1 * 8.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0)
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* Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0);
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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next.hand_l.position =
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Vec3::new(s_a.hhl.0, s_a.hhl.1 + move1 * 6.0, s_a.hhl.2 + move1 * 6.0);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5)
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* Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5)
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* Quaternion::rotation_z(s_a.hhl.5 + move1 * PI);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
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* Quaternion::rotation_y(s_a.hhr.4)
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* Quaternion::rotation_z(s_a.hhr.5);
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next.control.position = Vec3::new(
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s_a.ac.0 + move1 * 13.0,
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s_a.ac.1 + move1 * -3.0,
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s_a.ac.2 + move1 * 8.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0)
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* Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0);
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},
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Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
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next.hand_l.position = Vec3::new(
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s_a.hhl.0,
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s_a.hhl.1 + move1 * 6.0,
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s_a.hhl.2 + move1 * 6.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5)
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* Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5)
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* Quaternion::rotation_z(s_a.hhl.5 + move1 * PI);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
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* Quaternion::rotation_y(s_a.hhr.4)
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* Quaternion::rotation_z(s_a.hhr.5);
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next.control.position = Vec3::new(
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s_a.hc.0 + move1 * 3.0,
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s_a.hc.1 + move1 * 3.0,
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s_a.hc.2 + move1 * 10.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
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* Quaternion::rotation_y(s_a.hc.4)
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* Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
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next.control.position = Vec3::new(
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s_a.hc.0 + move1 * 3.0,
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s_a.hc.1 + move1 * 3.0,
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s_a.hc.2 + move1 * 10.0,
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);
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next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
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* Quaternion::rotation_y(s_a.hc.4)
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* Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0);
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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next.hand_r.position =
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Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3)
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* Quaternion::rotation_y(s_a.sthr.4);
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next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
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next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2);
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next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
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next.hand_l.position =
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Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
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next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
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* Quaternion::rotation_y(s_a.stc.4)
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* Quaternion::rotation_z(s_a.stc.5);
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},
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Some(ToolKind::Bow) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
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||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
|
||||
* Quaternion::rotation_y(s_a.stc.4)
|
||||
* Quaternion::rotation_z(s_a.stc.5);
|
||||
},
|
||||
Some(ToolKind::Bow) => {
|
||||
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.bhl.0, s_a.bhl.1, s_a.bhl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
|
||||
|
||||
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
|
||||
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(s_a.bc.4)
|
||||
* Quaternion::rotation_z(s_a.bc.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);
|
||||
},
|
||||
Some(ToolKind::Farming) => {
|
||||
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
|
||||
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
|
||||
next.main.position = Vec3::new(7.5, 7.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(PI);
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(s_a.bc.4)
|
||||
* Quaternion::rotation_z(s_a.bc.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);
|
||||
},
|
||||
Some(ToolKind::Farming) => {
|
||||
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
|
||||
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
|
||||
next.main.position = Vec3::new(7.5, 7.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(PI);
|
||||
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.6)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
},
|
||||
_ => {},
|
||||
next.control.position = Vec3::new(-11.0, 1.8, 4.0);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.6)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
((_, _), _, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position =
|
||||
Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position =
|
||||
Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
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)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
},
|
||||
((_, _), _, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(Some(Hands::One), _) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * 1.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
next.control_r.position = Vec3::new(7.0, 8.0 + move1 * 3.0, 2.0 + move1 * 3.0);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3) * Quaternion::rotation_y(move1 * -1.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
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)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
Some("common.abilities.sword.parrying_parry") => {
|
||||
let (move1, move2) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powi(2), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, anim_time.powf(0.5)),
|
||||
_ => (0.0, 0.0),
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
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.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
|
||||
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.9);
|
||||
|
||||
next.chest.orientation = Quaternion::rotation_z(move1 * -0.6);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * 0.2);
|
||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
|
||||
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.1);
|
||||
next.control.orientation.rotate_y(move1 * -1.7);
|
||||
next.control.orientation.rotate_z(move1 * 1.2);
|
||||
next.control.position += Vec3::new(move1 * 5.0, move1 * 4.0, 0.0);
|
||||
|
||||
next.chest.orientation.rotate_z(move2 * -0.6);
|
||||
next.head.orientation.rotate_z(move2 * 0.4);
|
||||
next.belt.orientation.rotate_z(move2 * 0.2);
|
||||
next.shorts.orientation.rotate_z(move2 * 0.6);
|
||||
next.control.position += Vec3::new(move2 * 6.0, 0.0, move2 * 9.0);
|
||||
next.control.orientation.rotate_z(move2 * -0.5);
|
||||
next.control.orientation.rotate_y(move2 * 0.6);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next
|
||||
|
@ -1808,7 +1808,7 @@ impl FigureMgr {
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel,
|
||||
time,
|
||||
ability_id,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
@ -2024,7 +2024,7 @@ impl FigureMgr {
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
rel_vel,
|
||||
time,
|
||||
ability_id,
|
||||
Some(StageSection::Buildup),
|
||||
),
|
||||
stage_progress,
|
||||
|
Loading…
Reference in New Issue
Block a user