diff --git a/assets/common/abilities/shield/block.ron b/assets/common/abilities/shield/block.ron index 30550f55a2..36a57ceaeb 100644 --- a/assets/common/abilities/shield/block.ron +++ b/assets/common/abilities/shield/block.ron @@ -8,4 +8,5 @@ BasicBlock( recover: false, ), energy_cost: 0.0, + can_hold: true, ) \ No newline at end of file diff --git a/assets/common/abilities/sword/parrying_parry.ron b/assets/common/abilities/sword/parrying_parry.ron index 204653fee5..6bfab37ab2 100644 --- a/assets/common/abilities/sword/parrying_parry.ron +++ b/assets/common/abilities/sword/parrying_parry.ron @@ -1,13 +1,14 @@ BasicBlock( - buildup_duration: 1.0, - recover_duration: 0.5, + buildup_duration: 0.25, + recover_duration: 0.25, max_angle: 45.0, block_strength: 0.8, parry_window: ( buildup: true, recover: true, ), - energy_cost: 10.0, + energy_cost: 10, + can_hold: false, meta: ( kind: Some(Sword(Parrying)), ), diff --git a/common/src/comp/ability.rs b/common/src/comp/ability.rs index 8ec57752c8..aacca400af 100644 --- a/common/src/comp/ability.rs +++ b/common/src/comp/ability.rs @@ -483,6 +483,7 @@ pub enum CharacterAbility { block_strength: f32, parry_window: basic_block::ParryWindow, energy_cost: f32, + can_hold: bool, #[serde(default)] meta: AbilityMeta, }, @@ -846,6 +847,7 @@ impl CharacterAbility { recover: false, }, energy_cost: 2.5, + can_hold: true, meta: Default::default(), } } @@ -946,6 +948,7 @@ impl CharacterAbility { block_strength: _, parry_window: _, ref mut energy_cost, + can_hold: _, meta: _, } => { *buildup_duration /= stats.speed; @@ -2028,6 +2031,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState { block_strength, parry_window, energy_cost, + can_hold, meta: _, } => CharacterState::BasicBlock(basic_block::Data { static_data: basic_block::StaticData { @@ -2037,6 +2041,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState { block_strength: *block_strength, parry_window: *parry_window, energy_cost: *energy_cost, + can_hold: *can_hold, ability_info, }, timer: Duration::default(), diff --git a/common/src/states/basic_block.rs b/common/src/states/basic_block.rs index 0a0ceb54a1..fde6065b95 100644 --- a/common/src/states/basic_block.rs +++ b/common/src/states/basic_block.rs @@ -1,6 +1,6 @@ use super::utils::*; use crate::{ - comp::{character_state::OutputEvents, CharacterState, InputKind, StateUpdate}, + comp::{character_state::OutputEvents, CharacterState, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, wielding, @@ -32,6 +32,8 @@ pub struct StaticData { pub ability_info: AbilityInfo, /// Energy consumed to initiate the block pub energy_cost: f32, + /// Whether block can be held + pub can_hold: bool, } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] @@ -64,13 +66,19 @@ impl CharacterBehavior for Data { // Transitions to swing section of stage update.character = CharacterState::BasicBlock(Data { timer: Duration::default(), - stage_section: StageSection::Action, + stage_section: if self.static_data.can_hold { + StageSection::Action + } else { + StageSection::Recover + }, ..*self }); } }, StageSection::Action => { - if input_is_pressed(data, InputKind::Block) { + if self.static_data.can_hold + && input_is_pressed(data, self.static_data.ability_info.input) + { // Block update.character = CharacterState::BasicBlock(Data { timer: tick_attack_or_default(data, self.timer, None), diff --git a/voxygen/anim/src/character/block.rs b/voxygen/anim/src/character/block.rs index 45f96bbf60..b54b780a5d 100644 --- a/voxygen/anim/src/character/block.rs +++ b/voxygen/anim/src/character/block.rs @@ -10,16 +10,16 @@ use core::f32::consts::PI; pub struct BlockAnimation; -type BlockAnimationDependency = ( +type BlockAnimationDependency<'a> = ( (Option, Option), Option, Option, Vec3, - f32, + Option<&'a str>, Option, ); impl Animation for BlockAnimation { - type Dependency<'a> = BlockAnimationDependency; + type Dependency<'a> = BlockAnimationDependency<'a>; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] @@ -28,7 +28,7 @@ impl Animation for BlockAnimation { #[cfg_attr(feature = "be-dyn-lib", export_name = "character_block")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, - (hands, active_tool_kind, second_tool_kind,velocity, _global_time, stage_section): Self::Dependency<'a>, + (hands, active_tool_kind, second_tool_kind, velocity, ability_id, stage_section): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, @@ -41,192 +41,249 @@ impl Animation for BlockAnimation { next.second.position = Vec3::new(0.0, 0.0, 0.0); next.second.orientation = Quaternion::rotation_z(0.0); - let speed = Vec2::::from(velocity).magnitude(); + match ability_id { + None => { + let speed = Vec2::::from(velocity).magnitude(); - let (movement1base, move2, movement3) = match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), - Some(StageSection::Action) => (1.0, (anim_time * 10.0).sin(), 0.0), + let (movement1base, move2, movement3) = match stage_section { + Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), + Some(StageSection::Action) => (1.0, (anim_time * 10.0).sin(), 0.0), - Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)), - _ => (0.0, 0.0, 0.0), - }; - let pullback = 1.0 - movement3; - let move1 = movement1base * pullback; + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(4.0)), + _ => (0.0, 0.0, 0.0), + }; + let pullback = 1.0 - movement3; + let move1 = movement1base * pullback; - if speed > 0.5 { - } else { - next.chest.position = - Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2); - next.chest.orientation = Quaternion::rotation_x(move1 * -0.15); - next.head.orientation = Quaternion::rotation_x(move1 * 0.25); + if speed > 0.5 { + } else { + next.chest.position = + Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + move1 * -1.0 + move2 * 0.2); + next.chest.orientation = Quaternion::rotation_x(move1 * -0.15); + next.head.orientation = Quaternion::rotation_x(move1 * 0.25); - next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5); - next.shorts.position = - Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0); + next.belt.position = + Vec3::new(0.0, s_a.belt.0 + move1 * 0.5, s_a.belt.1 + move1 * 0.5); + next.shorts.position = + Vec3::new(0.0, s_a.shorts.0 + move1 * 1.3, s_a.shorts.1 + move1 * 1.0); - next.belt.orientation = Quaternion::rotation_x(move1 * 0.15); - next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25); + next.belt.orientation = Quaternion::rotation_x(move1 * 0.15); + next.shorts.orientation = Quaternion::rotation_x(move1 * 0.25); - next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2); - next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5); + next.foot_l.position = + Vec3::new(-s_a.foot.0, s_a.foot.1 + move1 * 2.0, s_a.foot.2); + next.foot_l.orientation = Quaternion::rotation_z(move1 * -0.5); - next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2); - next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5); - }; + next.foot_r.position = + Vec3::new(s_a.foot.0, s_a.foot.1 + move1 * -2.0, s_a.foot.2); + next.foot_r.orientation = Quaternion::rotation_x(move1 * -0.5); + }; - match (hands, active_tool_kind, second_tool_kind) { - ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool { - Some(ToolKind::Sword) => { - 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 + move1 * -2.0, - s_a.shr.1, - s_a.shr.2 + move1 * 20.0, - ); - next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) - * Quaternion::rotation_y(s_a.shr.4) - * Quaternion::rotation_z(move1 * 1.5); + match (hands, active_tool_kind, second_tool_kind) { + ((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => { + match tool { + Some(ToolKind::Sword) => { + 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 + move1 * -2.0, + s_a.shr.1, + s_a.shr.2 + move1 * 20.0, + ); + next.hand_r.orientation = Quaternion::rotation_x(s_a.shr.3) + * Quaternion::rotation_y(s_a.shr.4) + * Quaternion::rotation_z(move1 * 1.5); - next.control.position = - Vec3::new(s_a.sc.0 + move1 * -3.0, s_a.sc.1, s_a.sc.2 + move1 * 4.0); - next.control.orientation = Quaternion::rotation_x(s_a.sc.3) - * Quaternion::rotation_y(move1 * 1.1) - * Quaternion::rotation_z(move1 * 1.7); - }, + next.control.position = Vec3::new( + s_a.sc.0 + move1 * -3.0, + s_a.sc.1, + s_a.sc.2 + move1 * 4.0, + ); + next.control.orientation = Quaternion::rotation_x(s_a.sc.3) + * Quaternion::rotation_y(move1 * 1.1) + * Quaternion::rotation_z(move1 * 1.7); + }, - Some(ToolKind::Axe) => { - next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = Quaternion::rotation_x(0.0); + 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); + 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); - next.control.position = Vec3::new( - s_a.ac.0 + move1 * 13.0, - s_a.ac.1 + move1 * -3.0, - s_a.ac.2 + move1 * 8.0, - ); - next.control.orientation = Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0) - * Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8) - * Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0); - }, - Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { - next.hand_l.position = - Vec3::new(s_a.hhl.0, s_a.hhl.1 + move1 * 6.0, s_a.hhl.2 + move1 * 6.0); - next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5) - * Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5) - * Quaternion::rotation_z(s_a.hhl.5 + move1 * PI); - 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) - * Quaternion::rotation_y(s_a.hhr.4) - * Quaternion::rotation_z(s_a.hhr.5); + next.control.position = Vec3::new( + s_a.ac.0 + move1 * 13.0, + s_a.ac.1 + move1 * -3.0, + s_a.ac.2 + move1 * 8.0, + ); + next.control.orientation = + Quaternion::rotation_x(s_a.ac.3 + move1 * -2.0) + * Quaternion::rotation_y(s_a.ac.4 + move1 * -1.8) + * Quaternion::rotation_z(s_a.ac.5 + move1 * 4.0); + }, + Some(ToolKind::Hammer) | Some(ToolKind::Pick) => { + next.hand_l.position = Vec3::new( + s_a.hhl.0, + s_a.hhl.1 + move1 * 6.0, + s_a.hhl.2 + move1 * 6.0, + ); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.hhl.3 + move1 * -0.5) + * Quaternion::rotation_y(s_a.hhl.4 + move1 * 1.5) + * Quaternion::rotation_z(s_a.hhl.5 + move1 * PI); + 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) + * Quaternion::rotation_y(s_a.hhr.4) + * Quaternion::rotation_z(s_a.hhr.5); - next.control.position = Vec3::new( - s_a.hc.0 + move1 * 3.0, - s_a.hc.1 + move1 * 3.0, - s_a.hc.2 + move1 * 10.0, - ); - next.control.orientation = Quaternion::rotation_x(s_a.hc.3) - * Quaternion::rotation_y(s_a.hc.4) - * Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0); - }, - Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { - next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); - next.hand_r.orientation = - Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4); + next.control.position = Vec3::new( + s_a.hc.0 + move1 * 3.0, + s_a.hc.1 + move1 * 3.0, + s_a.hc.2 + move1 * 10.0, + ); + next.control.orientation = Quaternion::rotation_x(s_a.hc.3) + * Quaternion::rotation_y(s_a.hc.4) + * Quaternion::rotation_z(s_a.hc.5 + move1 * -1.0); + }, + Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { + next.hand_r.position = + Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2); + next.hand_r.orientation = Quaternion::rotation_x(s_a.sthr.3) + * Quaternion::rotation_y(s_a.sthr.4); - next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2); + next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1, s_a.stc.2); - next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); - next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); + next.hand_l.position = + Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); + next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.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.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 diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 16bc823b15..0284c75444 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -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,