Animation for crippling combo

This commit is contained in:
Sam 2022-08-10 21:08:38 -04:00
parent 2bfc222793
commit 919e515098
3 changed files with 63 additions and 2 deletions

View File

@ -41,7 +41,7 @@ ComboMelee2(
))),
),
buildup_duration: 0.3,
swing_duration: 0.1,
swing_duration: 0.15,
hit_timing: 0.5,
recover_duration: 0.3,
ori_modifier: 0.6,

View File

@ -58,7 +58,7 @@ ComboMelee2(
),
],
is_stance: true,
energy_cost_per_strike: 0,
energy_cost_per_strike: 5,
meta: (
kind: Some(Sword(Offensive)),
),

View File

@ -251,6 +251,67 @@ impl Animation for ComboAnimation {
next.control.orientation.rotate_x(move3 * 1.4);
next.control.position += Vec3::new(move3 * -9.0, 0.0, 0.0);
},
Some("common.abilities.sword.crippling_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, 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 => {
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 * PI / 2.0);
next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0);
next.foot_r.orientation.rotate_z(move1 * -1.2);
next.chest.orientation = Quaternion::rotation_z(move1 * -1.3);
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 * 0.8);
next.control.orientation.rotate_y(move1 * -1.5);
next.control.orientation.rotate_z(move1 * 0.0);
next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
next.chest.orientation.rotate_z(move2 * 1.2);
next.head.orientation.rotate_z(move2 * -0.7);
next.belt.orientation.rotate_z(move2 * -0.3);
next.shorts.orientation.rotate_z(move2 * -0.8);
next.foot_r.orientation.rotate_z(move2 * 1.2);
next.foot_r.orientation.rotate_x(move2 * -0.6);
next.control.orientation.rotate_z(move2 * -1.2);
next.control.position += Vec3::new(0.0, move2 * 4.0, move2 * 3.0);
},
1 => {
next.control.orientation.rotate_y(move1 * -2.0);
next.chest.orientation.rotate_z(move1 * -0.4 + move2 * -1.4);
next.control
.orientation
.rotate_z(move1 * 0.3 + move2 * -1.2);
next.head.orientation.rotate_z(move1 * 0.2 + move2 * 0.7);
next.belt.orientation.rotate_z(move2 * 0.3);
next.shorts.orientation.rotate_z(move1 * 0.2 + move2 * 0.7);
next.chest.orientation.rotate_y(move1 * -0.3);
next.foot_r.orientation.rotate_z(move2 * -1.5);
},
_ => {},
}
},
_ => {},
}
}