This commit is contained in:
Sam 2023-05-27 18:57:27 -04:00
parent 98f33f0633
commit 976ecaa0b6
2 changed files with 52 additions and 20 deletions

View File

@ -1,22 +1,17 @@
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 4,
poise: 5,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
FinisherMelee(
energy_cost: 0,
buildup_duration: 0.5,
swing_duration: 0.2,
recover_duration: 0.4,
melee_constructor: (
kind: Slash(
damage: 40,
poise: 100,
knockback: 0,
energy_regen: 0,
),
],
energy_cost_per_strike: 0,
range: 3.0,
angle: 15.0,
),
minimum_combo: 30,
)

View File

@ -327,6 +327,43 @@ impl Animation for FinisherMeleeAnimation {
next.shorts.orientation.rotate_z(move2 * -0.9);
next.control.orientation.rotate_z(move2 * -1.2);
},
Some("common.abilities.axe.bulkhead") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -PI * 0.75 + move2 * PI * 0.25);
next.chest.orientation.rotate_z(move1 * 1.8);
next.head.orientation.rotate_z(move1 * -0.6);
next.belt.orientation.rotate_z(move1 * -0.4);
next.shorts.orientation.rotate_z(move1 * -1.3);
next.control.orientation.rotate_x(move1 * -0.8);
next.chest.orientation.rotate_z(move2 * -3.8);
next.head.orientation.rotate_z(move2 * 1.2);
next.belt.orientation.rotate_z(move2 * 0.8);
next.shorts.orientation.rotate_z(move2 * 2.1);
next.control.orientation.rotate_x(move2 * 0.6);
next.control.orientation.rotate_z(move2 * -4.0);
next.control.position += Vec3::new(move2 * 12.0, move2 * -6.0, 0.0);
},
_ => {},
}