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Offensive advance animation
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parent
1e959706a5
commit
894710d8c6
@ -16,8 +16,8 @@ ComboMelee2(
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hit_timing: 0.6,
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recover_duration: 0.4,
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movement: (
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buildup: Some(Forward(2.5)),
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swing: Some(Forward(1.0)),
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buildup: Some(Forward(1.0)),
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swing: Some(Forward(3.0)),
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recover: None,
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),
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ori_modifier: 0.6,
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@ -49,6 +49,11 @@ ComboMelee2(
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swing_duration: 0.3,
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hit_timing: 0.5,
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recover_duration: 0.1,
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movement: (
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buildup: None,
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swing: Some(Forward(0.5)),
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recover: None,
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),
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ori_modifier: 0.6,
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),
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],
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@ -1,5 +1,5 @@
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FinisherMelee(
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energy_cost: 40,
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energy_cost: /*40*/0,
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buildup_duration: 0.4,
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swing_duration: 0.1,
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recover_duration: 0.4,
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@ -23,7 +23,7 @@ FinisherMelee(
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target: Attack,
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kind: Linear,
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)),
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minimum_combo: 10,
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minimum_combo: /*10*/0,
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meta: (
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kind: Some(Sword(Offensive)),
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),
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@ -205,6 +205,52 @@ impl Animation for ComboAnimation {
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_ => {},
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}
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},
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Some("common.abilities.sword.offensive_advance") => {
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let (move1, move2, move3, move2alt) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
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Some(StageSection::Action) => {
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(1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25))
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},
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0, 1.0)
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};
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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 =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
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next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
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next.chest.orientation.rotate_z(move2 * -1.9);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.belt.orientation.rotate_z(move2 * 0.6);
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next.shorts.orientation.rotate_z(move2 * 1.2);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
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next.chest.orientation.rotate_z(move3 * 0.7);
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next.head.orientation.rotate_z(move3 * -0.4);
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next.belt.orientation.rotate_z(move3 * -0.2);
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next.shorts.orientation.rotate_z(move3 * -0.5);
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next.control.orientation.rotate_z(move3 * 0.4);
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next.control.orientation.rotate_x(move3 * 1.4);
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next.control.position += Vec3::new(move3 * -9.0, 0.0, 0.0);
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},
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_ => {},
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}
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}
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