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stage 2 and 3 anim
This commit is contained in:
parent
847bddbd89
commit
a18c23025e
@ -127,9 +127,9 @@ impl Tool {
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knockback: 5.0,
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range: 3.5,
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(10),
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base_swing_duration: Duration::from_millis(10),
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base_recover_duration: Duration::from_millis(10),
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base_buildup_duration: Duration::from_millis(500),
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base_swing_duration: Duration::from_millis(200),
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base_recover_duration: Duration::from_millis(400),
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},
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combo_melee::Stage {
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stage: 2,
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@ -151,9 +151,9 @@ impl Tool {
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knockback: 5.0,
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range: 3.5,
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angle: 45.0,
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base_buildup_duration: Duration::from_millis(10),
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base_swing_duration: Duration::from_millis(10),
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base_recover_duration: Duration::from_millis(10),
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base_buildup_duration: Duration::from_millis(500),
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base_swing_duration: Duration::from_millis(200),
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base_recover_duration: Duration::from_millis(300),
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},
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],
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initial_energy_gain: 0,
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@ -24,7 +24,8 @@ pub struct Stage {
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pub angle: f32,
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/// Initial buildup duration of stage (how long until state can deal damage)
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pub base_buildup_duration: Duration,
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/// Duration of stage spent in swing (controls animation stuff, and can also be used to handle movement separately to buildup)
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/// Duration of stage spent in swing (controls animation stuff, and can also
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/// be used to handle movement separately to buildup)
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pub base_swing_duration: Duration,
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/// Initial recover duration of stage (how long until character exits state)
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pub base_recover_duration: Duration,
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@ -59,13 +59,13 @@ impl CharacterBehavior for Data {
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}
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}
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/// Determines what portion a state is in. Used in all attacks (eventually). Is used to control aspects of animation code, as well as logic within the character states.
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/// Determines what portion a state is in. Used in all attacks (eventually). Is
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/// used to control aspects of animation code, as well as logic within the
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/// character states.
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)]
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pub enum StageSection {
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Buildup,
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Swing,
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Recover,
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Combo,
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}
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}
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@ -11,7 +11,13 @@ use std::f32::consts::PI;
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pub struct AlphaAnimation;
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impl Animation for AlphaAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64, Option<StageSection>);
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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f64,
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Option<StageSection>,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -64,76 +70,73 @@ impl Animation for AlphaAnimation {
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 4.0).sin());
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let movement = anim_time as f32 * 1.0;
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let test = (anim_time as f32 * 1.75).sin();
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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//println!("{:.3} build", anim_time);
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next.control.position =
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Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
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next.control.orientation = Quaternion::rotation_x(movement * -0.5)
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* Quaternion::rotation_y(movement * -1.0)
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* Quaternion::rotation_z(movement * -1.2);
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next.chest.orientation = Quaternion::rotation_z(movement * 1.5);
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next.head.orientation = Quaternion::rotation_z(movement * -0.9);
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position = Vec3::new(-7.0, 3.0 + movement * 8.0, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
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* Quaternion::rotation_y(-1.0 + movement * -0.6)
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* Quaternion::rotation_z(-1.2 + movement * 1.3);
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next.chest.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
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next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
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//next.head.orientation = Quaternion::rotation_z(-test
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// * 0.8); next.chest.
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// orientation = Quaternion::rotation_x(test * 0.15)
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//* Quaternion::rotation_y(movement * 0.3)
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//* Quaternion::rotation_z(movement * 1.5);
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//next.belt.orientation = Quaternion::rotation_z(test2
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// * 0.5); next.shorts.
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// orientation = Quaternion::rotation_z(test2 * 1.5);
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// next.torso.orientation = Quaternion::rotation_z(test2
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// * 7.2);
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},
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StageSection::Recover | StageSection::Combo => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(-7.0, 7.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(-1.57 + movement * 1.0)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.chest.orientation = Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-1.57 + movement * 0.5);
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next.head.orientation =
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Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.57);
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},
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}
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}
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}
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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if let Some(stage_section) = stage_section {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.25)
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* Quaternion::rotation_x(0.0 + slow * 0.15)
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* Quaternion::rotation_y(slow * -0.15);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.position = Vec3::new(0.0, skeleton_attr.chest.0, skeleton_attr.chest.1);
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next.chest.orientation = Quaternion::rotation_z(slow * 0.4)
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* Quaternion::rotation_x(0.0 + slow * -0.2)
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* Quaternion::rotation_y(slow * 0.2);
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next.chest.scale = Vec3::one();
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next.belt.position = Vec3::new(0.0, skeleton_attr.belt.0, skeleton_attr.belt.1);
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next.belt.orientation = next.chest.orientation * -0.3;
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next.shorts.position =
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Vec3::new(0.0, skeleton_attr.shorts.0, skeleton_attr.shorts.1);
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next.shorts.orientation = next.chest.orientation * -0.45;
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.05;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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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(-0.3)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
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* Quaternion::rotation_y(slow * -1.3)
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* Quaternion::rotation_z(1.4 + slow * -0.5);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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slow * -3.0 + quick * 3.0 - 4.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation = Quaternion::rotation_x(slow * 0.6)
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* Quaternion::rotation_y((slow * -0.2).max(0.0));
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next.l_foot.scale = Vec3::one();
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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slow * 3.0 + quick * -3.0 + 5.0,
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skeleton_attr.foot.2,
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);
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next.r_foot.orientation = Quaternion::rotation_x(slow * -0.6)
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* Quaternion::rotation_y((slow * 0.2).min(0.0));
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next.r_foot.scale = Vec3::one();
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next.lantern.orientation =
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Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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}
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},
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Some(ToolKind::Dagger(_)) => {
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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@ -10,7 +10,13 @@ use common::{
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pub struct BetaAnimation;
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impl Animation for BetaAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64, Option<StageSection>);
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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f64,
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Option<StageSection>,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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@ -46,62 +52,70 @@ impl Animation for BetaAnimation {
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 14.0).sin());
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match active_tool_kind {
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Some(ToolKind::Sword(_)) => {
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if let Some(stage_section) = stage_section {
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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let recover = (anim_time as f32 * 8.0).sin();
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next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
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next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
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* Quaternion::rotation_x(slow * 0.2)
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* Quaternion::rotation_y(slow * -0.1);
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let movement = anim_time as f32 * 1.0;
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let test = (anim_time as f32 * 2.5).sin();
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next.belt.position = Vec3::new(0.0, 0.0, -2.0);
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next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.04);
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if let Some(ToolKind::Sword(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
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next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
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* Quaternion::rotation_x(slow * 0.1)
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* Quaternion::rotation_y(slow * -0.05);
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(slow * 2.0 + 0.7)
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* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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footquick * -9.5,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
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next.r_foot.position =
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Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
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next.r_foot.orientation =
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Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {
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//println!("{:.3} recover", anim_time);
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next.control.position = Vec3::new(
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-8.0 + movement * -5.0,
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4.0 - recover * 0.8 + movement * 2.0,
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6.0 - recover * 0.4,
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);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(0.0 + movement * 1.5)
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* Quaternion::rotation_z(1.0);
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next.chest.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(0.4 + movement * 1.5);
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next.head.orientation = Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(-0.1 + movement * -1.1);
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},
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StageSection::Swing => {
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//println!("{:.3} swing", anim_time);
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next.control.position =
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Vec3::new(-8.0 + test * 30.0, 6.0 + movement * 2.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(1.5 + test * 0.5)
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* Quaternion::rotation_z(1.0 + test * 1.0);
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next.chest.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(1.9 + test * -0.5);
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next.head.orientation = Quaternion::rotation_y(0.1)
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* Quaternion::rotation_z(-1.2 + test * -0.5);
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},
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StageSection::Recover | StageSection::Combo => {
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next.control.position = Vec3::new(10.0 + movement * -5.0, 8.0, 6.0);
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next.control.orientation = Quaternion::rotation_x(-1.57)
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* Quaternion::rotation_y(2.0)
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* Quaternion::rotation_z(2.0);
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next.chest.orientation = Quaternion::rotation_y(-0.1)
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* Quaternion::rotation_z(1.4 + movement * 1.0);
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next.head.orientation =
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Quaternion::rotation_y(0.1) * Quaternion::rotation_z(-1.5);
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},
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}
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},
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}
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}
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match active_tool_kind {
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Some(ToolKind::Hammer(_)) => {
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.position =
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Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.orientation = Quaternion::rotation_z(slow * -0.18)
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* Quaternion::rotation_x(-0.1 + slow * -0.28)
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* Quaternion::rotation_y(0.2 + slow * 0.18);
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@ -141,18 +155,19 @@ impl Animation for BetaAnimation {
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footquick * -9.5,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation =
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Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
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next.l_foot.orientation = Quaternion::rotation_x(footquick * 0.3)
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* Quaternion::rotation_y(footquick * -0.6);
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next.r_foot.position =
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Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
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next.r_foot.orientation =
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Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
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||||
next.r_foot.orientation = Quaternion::rotation_x(footquick * -0.3)
|
||||
* Quaternion::rotation_y(footquick * 0.2);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.position =
|
||||
Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
|
||||
* Quaternion::rotation_x(-0.1 + slow * -0.28)
|
||||
* Quaternion::rotation_y(0.2 + slow * 0.18);
|
||||
@ -192,69 +207,19 @@ impl Animation for BetaAnimation {
|
||||
footquick * -9.5,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
|
||||
next.l_foot.orientation = Quaternion::rotation_x(footquick * 0.3)
|
||||
* Quaternion::rotation_y(footquick * -0.6);
|
||||
|
||||
next.r_foot.position =
|
||||
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
_ => {
|
||||
next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(slow * -0.18)
|
||||
* Quaternion::rotation_x(-0.1 + slow * -0.28)
|
||||
* Quaternion::rotation_y(0.2 + slow * 0.18);
|
||||
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
|
||||
|
||||
next.chest.position = Vec3::new(0.0 + foot * 2.0, 0.0, 7.0);
|
||||
next.chest.orientation = Quaternion::rotation_z(slow * 0.2)
|
||||
* Quaternion::rotation_x(slow * 0.2)
|
||||
* Quaternion::rotation_y(slow * -0.1);
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 0.0, -2.0);
|
||||
next.belt.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.04);
|
||||
|
||||
next.shorts.position = Vec3::new(0.0, 0.0, -5.0);
|
||||
next.shorts.orientation = Quaternion::rotation_z(slow * 0.1)
|
||||
* Quaternion::rotation_x(slow * 0.1)
|
||||
* Quaternion::rotation_y(slow * -0.05);
|
||||
|
||||
next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.l_hand.scale = Vec3::one() * 1.04;
|
||||
next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
|
||||
next.r_hand.orientation = Quaternion::rotation_x(1.27);
|
||||
next.r_hand.scale = Vec3::one() * 1.05;
|
||||
next.main.position = Vec3::new(0.0, 6.0, -1.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3);
|
||||
|
||||
next.control.position = Vec3::new(-8.0 + slow * 1.5, 1.5 + slow * 1.0, 0.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.4)
|
||||
* Quaternion::rotation_y(slow * 2.0 + 0.7)
|
||||
* Quaternion::rotation_z(1.7 - slow * 0.4 + fast * 0.6);
|
||||
next.control.scale = Vec3::one();
|
||||
next.l_foot.position = Vec3::new(
|
||||
-skeleton_attr.foot.0,
|
||||
footquick * -9.5,
|
||||
skeleton_attr.foot.2,
|
||||
);
|
||||
next.l_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * 0.3) * Quaternion::rotation_y(footquick * -0.6);
|
||||
|
||||
next.r_foot.position =
|
||||
Vec3::new(skeleton_attr.foot.0, footquick * 9.5, skeleton_attr.foot.2);
|
||||
next.r_foot.orientation =
|
||||
Quaternion::rotation_x(footquick * -0.3) * Quaternion::rotation_y(footquick * 0.2);
|
||||
next.r_foot.orientation = Quaternion::rotation_x(footquick * -0.3)
|
||||
* Quaternion::rotation_y(footquick * 0.2);
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
|
||||
next.l_shoulder.position = Vec3::new(
|
||||
-skeleton_attr.shoulder.0,
|
||||
skeleton_attr.shoulder.1,
|
||||
|
@ -14,7 +14,12 @@ pub struct Input {
|
||||
pub struct SpinAnimation;
|
||||
|
||||
impl Animation for SpinAnimation {
|
||||
type Dependency = (Option<ToolKind>, Option<ToolKind>, f64, Option<StageSection>);
|
||||
type Dependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
f64,
|
||||
Option<StageSection>,
|
||||
);
|
||||
type Skeleton = CharacterSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -66,18 +71,19 @@ impl Animation for SpinAnimation {
|
||||
match stage_section {
|
||||
StageSection::Buildup => {
|
||||
//println!("{:.3} build", anim_time);
|
||||
next.control.position = Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.57)
|
||||
* Quaternion::rotation_y(2.8)
|
||||
* Quaternion::rotation_z(1.0);
|
||||
next.control.position =
|
||||
Vec3::new(5.0, 11.0 + build * 0.6, 2.0 + build * 0.6);
|
||||
next.control.orientation = Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(-0.57 + movement * 2.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.chest.orientation = Quaternion::rotation_y(movement * -0.1)
|
||||
* Quaternion::rotation_z(build * 0.05 + movement * -0.6);
|
||||
* Quaternion::rotation_z(-1.07 + movement * -0.6);
|
||||
next.belt.orientation = Quaternion::rotation_x(movement * 0.1);
|
||||
|
||||
next.shorts.orientation = Quaternion::rotation_x(movement * 0.1);
|
||||
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * 0.4);
|
||||
* Quaternion::rotation_z(1.07 + movement * 0.4);
|
||||
},
|
||||
StageSection::Swing => {
|
||||
//println!("{:.3} swing", anim_time);
|
||||
@ -98,7 +104,7 @@ impl Animation for SpinAnimation {
|
||||
next.shorts.orientation = Quaternion::rotation_z(test2 * 1.5);
|
||||
next.torso.orientation = Quaternion::rotation_z(test2 * 7.2);
|
||||
},
|
||||
StageSection::Recover => {
|
||||
StageSection::Recover | StageSection::Combo => {
|
||||
//println!("{:.3} recover", anim_time);
|
||||
next.control.position = Vec3::new(
|
||||
-8.0,
|
||||
@ -113,9 +119,6 @@ impl Animation for SpinAnimation {
|
||||
next.head.orientation = Quaternion::rotation_y(movement * 0.1)
|
||||
* Quaternion::rotation_z(movement * -0.1);
|
||||
},
|
||||
StageSection::Combo => {
|
||||
//println!("{:.3} combo", anim_time);
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -809,7 +809,13 @@ impl FigureMgr {
|
||||
CharacterState::BasicMelee(_) => {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, None),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
time,
|
||||
None,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -879,7 +885,13 @@ impl FigureMgr {
|
||||
CharacterState::Boost(_) => {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, None),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
time,
|
||||
None,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -939,21 +951,38 @@ impl FigureMgr {
|
||||
match s.stage {
|
||||
1 => anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, Some(s.stage_section)),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
2 => anim::character::SpinAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, time, Some(s.stage_section)),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
),
|
||||
_ => anim::character::BetaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time, Some(s.stage_section)),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
|
Loading…
Reference in New Issue
Block a user