Cleaving combo animation

This commit is contained in:
Sam 2022-08-13 11:41:14 -04:00
parent 36287b7469
commit 8d252b7168
2 changed files with 97 additions and 1 deletions

View File

@ -16,6 +16,11 @@ ComboMelee2(
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.5,
movement: (
buildup: Some(Forward(0.05)),
swing: None,
recover: None,
),
ori_modifier: 0.6,
),
(
@ -31,9 +36,14 @@ ComboMelee2(
multi_target: true,
),
buildup_duration: 0.3,
swing_duration: 0.1,
swing_duration: 0.15,
hit_timing: 0.5,
recover_duration: 0.3,
movement: (
buildup: Some(Forward(0.05)),
swing: None,
recover: None,
),
ori_modifier: 0.6,
),
],

View File

@ -393,6 +393,92 @@ impl Animation for ComboAnimation {
next.control.orientation.rotate_z(move2 * -1.1);
next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
},
Some("common.abilities.sword.cleaving_combo") => {
let (move1, move2, move3) = if strike == current_strike {
match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.5), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
};
match strike {
0 => {
let s1_move1_hack = if current_strike == 1 { move1 } else { 0.0 };
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 * -0.2 + s1_move1_hack * 3.2);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::identity();
next.foot_r.orientation = Quaternion::identity();
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
next.control.orientation.rotate_x(move1 * 0.4);
next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
next.foot_l.orientation.rotate_z(move1 * 0.6);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.control.orientation.rotate_y(move1 * -1.4);
next.chest.orientation.rotate_y(move1 * -0.3);
next.belt.orientation.rotate_y(move1 * 0.3);
next.shorts.orientation.rotate_y(move1 * 0.35);
next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * -2.3);
next.head.orientation.rotate_z(move2 * 1.5);
next.belt.orientation.rotate_z(move2 * 1.2);
next.shorts.orientation.rotate_z(move2 * 2.2);
next.shorts.orientation.rotate_x(move2 * 0.5);
next.belt.orientation.rotate_y(move2 * -0.3);
next.belt.orientation.rotate_x(move2 * 0.3);
next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
1 => {
next.chest.position += Vec3::new(0.0, move1 * 5.0, 0.0);
next.foot_l.position +=
Vec3::new(0.0, move1 * 3.0 + move2.powf(0.5) * 6.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.foot_r.orientation.rotate_x(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.8);
next.shorts.orientation.rotate_x(move1 * 0.3);
next.belt.orientation.rotate_z(move1 * -0.3);
next.chest.orientation.rotate_z(move2 * 2.5);
next.head.orientation.rotate_z(move2 * -2.0);
next.belt.orientation.rotate_z(move2 * -0.9);
next.shorts.orientation.rotate_z(move2 * -2.1);
next.shorts.orientation.rotate_y(move2 * 0.5);
next.shorts.orientation.rotate_x(move2 * 0.3);
next.belt.orientation.rotate_y(move2 * 0.2);
next.belt.position += Vec3::new(0.0, 0.0, move2 * 1.0);
next.control.orientation.rotate_z(move2 * 0.9);
next.control.position += Vec3::new(move2 * -14.0, 0.0, 0.0);
},
_ => {},
}
},
_ => {},
}
}