spin anim

This commit is contained in:
jshipsey 2020-09-20 03:51:18 -04:00 committed by Sam
parent 133e79ffd5
commit 8070a38a89
3 changed files with 132 additions and 48 deletions

View File

@ -184,13 +184,13 @@ impl Tool {
is_interruptible: true,
},
SpinMelee {
buildup_duration: Duration::from_millis(150),
buildup_duration: Duration::from_millis(1000),
swing_duration: Duration::from_millis(500),
recover_duration: Duration::from_millis(150),
recover_duration: Duration::from_millis(100),
base_damage: (100.0 * self.base_power()) as u32,
knockback: 0.0,
range: 3.5,
energy_cost: 200,
energy_cost: 0,
is_infinite: false,
is_helicopter: false,
forward_speed: 1.0,

View File

@ -57,7 +57,6 @@ impl CharacterBehavior for Data {
update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
} else {
handle_orientation(data, &mut update, 1.0);
forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
}
if self.stage_section == StageSection::Buildup
@ -103,6 +102,8 @@ impl CharacterBehavior for Data {
} else if self.stage_section == StageSection::Swing
&& self.timer < self.static_data.swing_duration
{
forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
// Swings
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,

View File

@ -53,6 +53,7 @@ impl Animation for SpinMeleeAnimation {
} else {
lab as f32 * anim_time as f32 * 0.9
};
let movement = anim_time as f32 * 1.0;
//feet
let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
@ -60,11 +61,89 @@ impl Animation for SpinMeleeAnimation {
match active_tool_kind {
Some(ToolKind::Sword(_)) => {
next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
next.l_hand.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
next.l_hand.scale = Vec3::one() * 1.04;
next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
next.r_hand.orientation =
Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
next.r_hand.scale = Vec3::one() * 1.05;
next.main.position = Vec3::new(0.0, 0.0, 2.0);
next.main.orientation = Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
if let Some(stage_section) = stage_section {
match stage_section {
StageSection::Buildup => {},
StageSection::Swing => {},
StageSection::Recover => {},
StageSection::Buildup => {
next.control.position =
Vec3::new(-7.0, 7.0 + movement * -8.0, 2.0 + movement * -6.0);
next.control.orientation = Quaternion::rotation_x(movement * -0.5)
* Quaternion::rotation_y(movement * 0.3)
* Quaternion::rotation_z(movement * -1.5);
next.chest.position = Vec3::new(
0.0,
skeleton_attr.chest.0 + movement * -1.0,
skeleton_attr.chest.1 + movement * -2.5,
);
next.chest.orientation = Quaternion::rotation_x(movement * -1.1)
* Quaternion::rotation_z(movement * -0.35);
next.belt.orientation = Quaternion::rotation_z(movement * 0.35);
next.shorts.orientation = Quaternion::rotation_z(movement * 0.5);
next.head.position = Vec3::new(
0.0,
skeleton_attr.head.0 - 2.0 + movement * -6.0,
skeleton_attr.head.1 + movement * -4.0,
);
next.head.orientation = Quaternion::rotation_x(movement * 0.9)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(movement * 0.05);
next.l_foot.position = Vec3::new(
-skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * 4.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation = Quaternion::rotation_x(movement * 0.2);
next.r_foot.position = Vec3::new(
skeleton_attr.foot.0,
skeleton_attr.foot.1 + movement * -12.0,
skeleton_attr.foot.2 + movement * 1.0 + quick * 1.0,
);
next.r_foot.orientation = Quaternion::rotation_x(movement * -1.0)
* Quaternion::rotation_z(movement * -0.8);
},
StageSection::Swing => {
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
next.control.orientation = Quaternion::rotation_x(-PI / 2.0)
* Quaternion::rotation_z(-PI / 2.0);
next.torso.orientation = Quaternion::rotation_z(movement * PI * 2.0);
next.chest.position =
Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
next.chest.orientation = Quaternion::rotation_y(0.3);
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0 - 2.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_x(-0.15);
next.belt.orientation = Quaternion::rotation_x(0.1);
next.shorts.orientation = Quaternion::rotation_x(0.2);
},
StageSection::Recover => {
next.head.position =
Vec3::new(0.0, skeleton_attr.head.0 - 2.0, skeleton_attr.head.1);
next.control.position = Vec3::new(-7.0, 7.0, 2.0);
next.control.orientation =
Quaternion::rotation_x(-PI / 2.0 + movement * PI / 2.0)
* Quaternion::rotation_z(-PI / 2.0 + movement * PI / 2.0);
next.head.orientation = Quaternion::rotation_x(-0.15 + movement * 0.15);
next.chest.orientation = Quaternion::rotation_y(0.3 + movement * -0.3)
},
_ => {},
}
}
@ -124,16 +203,15 @@ impl Animation for SpinMeleeAnimation {
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
_ => {},
}
if velocity.z.abs() > 0.1 {
next.l_foot.position =
Vec3::new(-skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
next.l_foot.orientation = Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.0);
next.l_foot.orientation =
Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.0);
next.l_foot.scale = Vec3::one();
next.r_foot.position = Vec3::new(skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
next.r_foot.position =
Vec3::new(skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
next.r_foot.orientation = Quaternion::rotation_x(1.0);
next.r_foot.scale = Vec3::one();
} else if speed < 0.5 {
@ -142,13 +220,14 @@ impl Animation for SpinMeleeAnimation {
2.0 + quick * -6.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(0.5 + slowersmooth * 0.2) * Quaternion::rotation_z(0.0);
next.l_foot.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2)
* Quaternion::rotation_z(0.0);
next.l_foot.scale = Vec3::one();
next.r_foot.position = Vec3::new(skeleton_attr.foot.0, 4.0, skeleton_attr.foot.2);
next.r_foot.orientation =
Quaternion::rotation_x(0.5 - slowersmooth * 0.2) * Quaternion::rotation_y(-0.4);
next.r_foot.position =
Vec3::new(skeleton_attr.foot.0, 4.0, skeleton_attr.foot.2);
next.r_foot.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2)
* Quaternion::rotation_y(-0.4);
next.r_foot.scale = Vec3::one();
} else {
next.l_foot.position = Vec3::new(
@ -156,8 +235,8 @@ impl Animation for SpinMeleeAnimation {
2.0 + quick * -6.0,
skeleton_attr.foot.2,
);
next.l_foot.orientation =
Quaternion::rotation_x(0.5 + slowersmooth * 0.2) * Quaternion::rotation_z(0.0);
next.l_foot.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2)
* Quaternion::rotation_z(0.0);
next.l_foot.scale = Vec3::one();
next.r_foot.position = Vec3::new(
@ -165,10 +244,14 @@ impl Animation for SpinMeleeAnimation {
2.0 + quick * 6.0,
skeleton_attr.foot.2,
);
next.r_foot.orientation =
Quaternion::rotation_x(0.5 - slowersmooth * 0.2) * Quaternion::rotation_z(0.0);
next.r_foot.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2)
* Quaternion::rotation_z(0.0);
next.r_foot.scale = Vec3::one();
};
},
_ => {},
}
next.lantern.position = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,