change adlet elder triplestrike swing order

This commit is contained in:
flo666 2023-04-05 14:28:18 +02:00 committed by Sam
parent 72418e6804
commit 8cbfb28da5

View File

@ -71,26 +71,6 @@ impl Animation for ComboAnimation {
next.head.orientation = Quaternion::rotation_x(move1 * -0.2 + move2 * 0.4);
match strike {
0 => {
next.weapon_l.position = Vec3::new(
-10.0 + move1 * -12.0 + move2 * 14.0,
15.0 + move1 * -6.0 + move2 * 6.0,
-9.0 + move1 * 4.0 + move2 * -2.0,
);
next.weapon_r.position = Vec3::new(
10.0 + move1 * 12.0 + move2 * -14.0,
15.0 + move1 * -6.0 + move2 * 6.0,
-9.0 + move1 * 4.0 + move2 * -2.0,
);
next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5)
* Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0);
next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5)
* Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0);
next.shoulder_l.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
},
1 => {
next.weapon_r.position = Vec3::new(
10.0 + move1 * 12.0 + move2 * -14.0,
15.0 + move1 * -6.0 + move2 * 6.0,
@ -102,7 +82,7 @@ impl Animation for ComboAnimation {
next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
},
2 => {
1 => {
next.weapon_l.position = Vec3::new(
-10.0 + move1 * -12.0 + move2 * 14.0,
15.0 + move1 * -6.0 + move2 * 6.0,
@ -114,6 +94,26 @@ impl Animation for ComboAnimation {
* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
next.shoulder_r.orientation = Quaternion::rotation_x(0.8);
},
2 => {
next.weapon_l.position = Vec3::new(
-10.0 + move1 * -12.0 + move2 * 14.0,
15.0 + move1 * -6.0 + move2 * 6.0,
-9.0 + move1 * 4.0 + move2 * -2.0,
);
next.weapon_r.position = Vec3::new(
10.0 + move1 * 12.0 + move2 * -14.0,
15.0 + move1 * -6.0 + move2 * 6.0,
-9.0 + move1 * 4.0 + move2 * -2.0,
);
next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5)
* Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0);
next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5)
* Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0);
next.shoulder_l.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
},
_ => {},
}
},