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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Animation for reaching charge. Changed dash melee code to probe with a test melee instead of performing the actual melee strike during charge.
This commit is contained in:
parent
2e5dfd86de
commit
9091d46554
@ -1,13 +1,13 @@
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DashMelee(
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energy_cost: 10,
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melee_constructor: (
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kind: Slash(
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kind: Stab(
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damage: 4,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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scaled: Some(Slash(
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scaled: Some(Stab(
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damage: 12,
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poise: 0,
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knockback: 0,
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@ -18,7 +18,7 @@ DashMelee(
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),
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energy_drain: 20,
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forward_speed: 3,
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buildup_duration: 0.5,
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buildup_duration: 0.2,
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charge_duration: 1.0,
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swing_duration: 0.1,
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recover_duration: 1.0,
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@ -96,7 +96,7 @@ pub use self::{
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last::Last,
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location::{MapMarker, MapMarkerChange, MapMarkerUpdate, Waypoint, WaypointArea},
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loot_owner::LootOwner,
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melee::{Melee, MeleeConstructor},
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melee::{Melee, MeleeConstructor, MeleeConstructorKind},
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misc::Object,
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ori::Ori,
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pet::Pet,
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@ -1,5 +1,8 @@
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use crate::{
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comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
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comp::{
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character_state::OutputEvents, CharacterState, Melee, MeleeConstructor,
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MeleeConstructorKind, StateUpdate,
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},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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@ -58,6 +61,15 @@ impl CharacterBehavior for Data {
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handle_move(data, &mut update, 0.1);
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let create_melee = |charge_frac: f32| {
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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self.static_data
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.melee_constructor
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.handle_scaling(charge_frac)
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.create_melee(crit_data, buff_strength)
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};
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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@ -101,17 +113,16 @@ impl CharacterBehavior for Data {
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// and prevents the character state spamming attacks
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// while checking if it has hit something.
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if !self.exhausted {
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// Hit attempt
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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// If charge through, use actual melee strike, otherwise just use a test
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// strike to "probe" to see when to end charge
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let melee = if self.static_data.charge_through {
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create_melee(charge_frac)
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} else {
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create_test_melee(self.static_data)
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};
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data.updater.insert(
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data.entity,
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self.static_data
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.melee_constructor
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.handle_scaling(charge_frac)
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.create_melee(crit_data, buff_strength),
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);
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// Hit attempt
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data.updater.insert(data.entity, melee);
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update.character = CharacterState::DashMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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@ -159,6 +170,7 @@ impl CharacterBehavior for Data {
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timer: Duration::default(),
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stage_section: StageSection::Action,
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exhausted: false,
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charge_end_timer: self.timer,
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..*self
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});
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}
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@ -181,13 +193,15 @@ impl CharacterBehavior for Data {
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timer: Duration::default(),
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stage_section: StageSection::Action,
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exhausted: false,
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charge_end_timer: self.timer,
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..*self
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});
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}
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},
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StageSection::Action => {
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if self.static_data.charge_through && !self.exhausted {
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if !self.exhausted {
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// If can charge through and not exhausted, do one more melee attack
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// If not charge through, actual melee attack happens now
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// Assumes charge got to charge_end_timer for damage calculations
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let charge_frac = (self.charge_end_timer.as_secs_f32()
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@ -254,3 +268,20 @@ impl CharacterBehavior for Data {
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update
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}
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}
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fn create_test_melee(static_data: StaticData) -> Melee {
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let melee = MeleeConstructor {
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kind: MeleeConstructorKind::Slash {
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damage: 0.0,
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poise: 0.0,
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knockback: 0.0,
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energy_regen: 0.0,
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},
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scaled: None,
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range: static_data.melee_constructor.range,
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angle: static_data.melee_constructor.angle,
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multi_target: false,
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damage_effect: None,
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};
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melee.create_melee((0.0, 0.0), 0.0)
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}
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@ -10,14 +10,15 @@ use core::f32::consts::PI;
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pub struct DashAnimation;
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type DashAnimationDependency = (
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type DashAnimationDependency<'a> = (
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(Option<Hands>, Option<Hands>),
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Option<&'a str>,
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f32,
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Option<StageSection>,
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Option<AbilityInfo>,
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);
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impl Animation for DashAnimation {
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type Dependency<'a> = DashAnimationDependency;
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type Dependency<'a> = DashAnimationDependency<'a>;
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -27,7 +28,7 @@ impl Animation for DashAnimation {
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#[allow(clippy::single_match)] // TODO: Pending review in #587
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(hands, _global_time, stage_section, ability_info): Self::Dependency<'a>,
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(hands, ability_id, _global_time, stage_section, ability_info): Self::Dependency<'a>,
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anim_time: f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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@ -35,153 +36,45 @@ impl Animation for DashAnimation {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let (movement1, movement2, movement3, move4) = 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::Charge) => (1.0, anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.01), 0.0),
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Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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if matches!(
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stage_section,
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Some(StageSection::Action | StageSection::Recover)
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) {
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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}
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let pullback = 1.0 - move4;
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let move1 = movement1 * pullback;
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let move2 = movement2 * pullback;
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let move3 = movement3 * pullback;
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_z(0.0);
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fn slow(x: f32) -> f32 {
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((5.0 / (1.1 + 3.9 * ((x * 12.4).sin()).powi(2))).sqrt()) * ((x * 12.4).sin())
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}
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match ability_id {
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Some("common.abilities.sword.reaching_charge") => {
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let (move1, move2, move3, move4) = 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::Charge) => (1.0, anim_time / (anim_time + 0.1), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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fn short(x: f32) -> f32 {
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((5.0 / (1.5 + 3.5 * ((x * 5.0).sin()).powi(2))).sqrt()) * ((x * 5.0).sin())
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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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fn shortalt(x: f32) -> f32 { (x * 5.0 + PI / 2.0).sin() }
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next.chest.orientation.rotate_z(move1 * 0.4);
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next.head.orientation.rotate_z(move1 * -0.2);
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next.shorts.orientation.rotate_z(move1 * -0.3);
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next.belt.orientation.rotate_z(move1 * -0.1);
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next.control.orientation.rotate_z(move1 * -0.7);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.head.position =
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Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1 + move2.min(1.0) * 1.0);
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next.head.orientation = Quaternion::rotation_y(move2.min(1.0) * -0.3 + move3 * 0.3)
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* Quaternion::rotation_z(move1 * -0.9 + move3 * 1.6);
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0,
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s_a.chest.1 + (2.0 + shortalt(move2) * -2.5) + move3 * -3.0,
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);
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next.chest.orientation =
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Quaternion::rotation_x(move2.min(1.0) * -0.4 + move3 * 0.4)
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* Quaternion::rotation_y(move2.min(1.0) * -0.2 + move3 * 0.3)
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* Quaternion::rotation_z(move1 * 1.1 + move3 * -2.2);
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next.shorts.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.25);
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next.belt.orientation = Quaternion::rotation_z(short(move2).min(1.0) * 0.1);
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next.control.orientation.rotate_x(move3 * -1.1);
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next.chest.orientation.rotate_z(move3 * -1.1);
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next.head.orientation.rotate_z(move3 * 0.4);
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next.shorts.orientation.rotate_z(move3 * 0.5);
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next.belt.orientation.rotate_z(move3 * 0.2);
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next.control.orientation.rotate_z(move3 * 0.9);
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next.control.position += Vec3::new(0.0, move3 * 6.0, 0.0);
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},
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_ => {},
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}
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next.lantern.orientation = Quaternion::rotation_x(slow(anim_time) * -0.7 + 0.4)
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* Quaternion::rotation_y(slow(anim_time) * 0.4);
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match hands {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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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 = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
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next.control.position = Vec3::new(
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s_a.sc.0 + (move1 * -5.0 + move3 * -2.0),
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s_a.sc.1 + (move2.min(1.0) * -2.0),
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s_a.sc.2 + (move2.min(1.0) * 2.0),
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.sc.3 + (move1 * -1.0 + move3 * -0.5))
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* Quaternion::rotation_y(s_a.sc.4 + (move1 * 1.5 + move3 * -2.5));
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},
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_ => {},
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}
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},
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(_, _) => {},
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};
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match hands {
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(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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next.control_l.position = Vec3::new(-7.0, 8.0 + move3 * 5.0, 2.0 + move1 * 4.0);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3 + move2 * 1.0 + move3 * 1.0)
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* Quaternion::rotation_y(move1 * -1.2 + move3 * -1.5)
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* Quaternion::rotation_z(move2 * 1.0 + move3 * 1.5);
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next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Sword) => {
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next.control_r.position = Vec3::new(
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7.0 + move1 * 5.0 + move3 * -30.0,
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8.0 + move3 * -5.0,
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2.0 + move1 * 1.0,
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);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * -3.0 + move3 * -0.5)
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* Quaternion::rotation_y(
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move1 * 1.5 + (move2 * 1.0).min(0.8) + move3 * 1.5,
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)
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* Quaternion::rotation_z(move3 * 1.5);
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next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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_ => {},
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}
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},
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(_, _) => {},
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};
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match hands {
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(None, None) | (None, Some(Hands::One)) => {
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next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
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},
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(_, _) => {},
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};
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match hands {
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(None, None) | (Some(Hands::One), None) => {
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next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
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next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
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},
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(_, _) => {},
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};
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if let (None, Some(Hands::Two)) = hands {
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next.second = next.main;
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}
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next
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}
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}
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@ -1445,6 +1445,7 @@ impl FigureMgr {
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&target_base,
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(
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hands,
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ability_id,
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time,
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Some(s.stage_section),
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Some(s.static_data.ability_info),
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