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Initial implementation of spin attack for sword.
This commit is contained in:
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b0d359e29f
commit
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@ -106,10 +106,17 @@ pub enum CharacterAbility {
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base_damage: u32,
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},
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SpinMelee {
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energy_cost: u32,
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buildup_duration: Duration,
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swing_duration: Duration,
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recover_duration: Duration,
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base_damage: u32,
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knockback: f32,
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range: f32,
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energy_cost: u32,
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is_infinite: bool,
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is_helicopter: bool,
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forward_speed: f32,
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num_spins: u32,
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},
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ChargedRanged {
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energy_cost: u32,
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@ -402,24 +409,34 @@ impl From<&CharacterAbility> for CharacterState {
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base_damage: *base_damage,
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}),
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CharacterAbility::SpinMelee {
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energy_cost,
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buildup_duration,
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swing_duration,
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recover_duration,
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base_damage,
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knockback,
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range,
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energy_cost,
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is_infinite,
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is_helicopter,
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forward_speed,
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num_spins,
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} => CharacterState::SpinMelee(spin_melee::Data {
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exhausted: false,
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energy_cost: *energy_cost,
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buildup_duration: *buildup_duration,
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buildup_duration_default: *buildup_duration,
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recover_duration: *recover_duration,
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recover_duration_default: *recover_duration,
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base_damage: *base_damage,
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// This isn't needed for it's continuous implementation, but is left in should this
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// skill be moved to the skillbar
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hits_remaining: 1,
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hits_remaining_default: 1, /* Should be the same value as hits_remaining, also
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* this value can be removed if ability moved to
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* skillbar */
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static_data: spin_melee::StaticData {
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buildup_duration: *buildup_duration,
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swing_duration: *swing_duration,
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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knockback: *knockback,
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range: *range,
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energy_cost: *energy_cost,
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is_infinite: *is_infinite,
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is_helicopter: *is_helicopter,
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forward_speed: *forward_speed,
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num_spins: *num_spins,
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},
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timer: Duration::default(),
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spins_remaining: *num_spins - 1,
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stage_section: StageSection::Buildup,
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}),
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CharacterAbility::ChargedRanged {
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energy_cost: _,
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@ -183,6 +183,19 @@ impl Tool {
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infinite_charge: true,
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is_interruptible: true,
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},
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SpinMelee {
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buildup_duration: Duration::from_millis(150),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(150),
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base_damage: (100.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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energy_cost: 200,
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is_infinite: false,
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is_helicopter: false,
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forward_speed: 1.0,
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num_spins: 3,
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}
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],
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Axe(_) => vec![
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BasicMelee {
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@ -195,10 +208,17 @@ impl Tool {
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max_angle: 20.0,
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},
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SpinMelee {
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energy_cost: 100,
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buildup_duration: Duration::from_millis(125),
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recover_duration: Duration::from_millis(125),
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buildup_duration: Duration::from_millis(100),
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swing_duration: Duration::from_millis(50),
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recover_duration: Duration::from_millis(100),
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base_damage: (60.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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energy_cost: 100,
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is_infinite: true,
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is_helicopter: true,
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forward_speed: 0.0,
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num_spins: 1,
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},
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],
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Hammer(_) => vec![
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@ -1,131 +1,144 @@
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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::{StageSection, *},
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sys::character_behavior::*,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::Vec3;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data {
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long until the state attacks
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pub buildup_duration: Duration,
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/// Allows for buildup_duration to be reset to default value
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pub buildup_duration_default: Duration,
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/// How long the state is in the swing duration
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pub swing_duration: Duration,
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/// How long until state ends
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pub recover_duration: Duration,
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/// Allows for recover_duration to be reset to default value
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pub recover_duration_default: Duration,
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/// Base damage
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pub base_damage: u32,
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/// Whether the attack can deal more damage
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pub exhausted: bool,
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/// How many hits it can do before ending
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pub hits_remaining: u32,
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/// Allows for hits_remaining to be reset to default value
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pub hits_remaining_default: u32,
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/// Knockback
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pub knockback: f32,
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/// Range
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pub range: f32,
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/// Energy cost per attack
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pub energy_cost: u32,
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/// Whether spin state is infinite
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pub is_infinite: bool,
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/// Used to maintain classic axe spin physics
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pub is_helicopter: bool,
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/// Used for forced forward movement
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pub forward_speed: f32,
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/// Number of spins
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pub num_spins: u32,
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}
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const MOVE_SPEED: f32 = 5.0;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// How many spins it can do before ending
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pub spins_remaining: u32,
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/// What section the character stage is in
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pub stage_section: StageSection,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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if self.buildup_duration != Duration::default() {
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// Allows for moving
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if self.static_data.is_helicopter {
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update.vel.0 =
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Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED;
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Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
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} else {
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handle_orientation(data, &mut update, 1.0);
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forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
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}
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if self.stage_section == StageSection::Buildup
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&& self.timer < self.static_data.buildup_duration
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{
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// Build up
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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static_data: self.static_data,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: self.exhausted,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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spins_remaining: self.spins_remaining,
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stage_section: self.stage_section,
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});
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} else if !self.exhausted {
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//Hit attempt
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} else if self.stage_section == StageSection::Buildup {
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// Transitions to swing section of stage
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update.character = CharacterState::SpinMelee(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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spins_remaining: self.spins_remaining,
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stage_section: StageSection::Swing,
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});
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -(self.base_damage as i32),
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range: 3.5,
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max_angle: 360_f32.to_radians(),
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base_healthchange: -(self.static_data.base_damage as i32),
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range: self.static_data.range,
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max_angle: 180_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 0.0,
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knockback: self.static_data.knockback,
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});
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: true,
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hits_remaining: self.hits_remaining - 1,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if self.recover_duration != Duration::default() {
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// Allows for moving
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update.vel.0 =
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Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED;
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: self.exhausted,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if self.hits_remaining != 0 {
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// Allows for one ability usage to have multiple hits
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// This isn't needed for it's continuous implementation, but is left in should
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// this skill be moved to the skillbar
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration_default,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration_default,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: false,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if update.energy.current() >= self.energy_cost && data.inputs.secondary.is_pressed()
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} else if self.stage_section == StageSection::Swing
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&& self.timer < self.static_data.swing_duration
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{
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// Swings
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration_default,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration_default,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: false,
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hits_remaining: self.hits_remaining_default,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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static_data: self.static_data,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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spins_remaining: self.spins_remaining,
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stage_section: self.stage_section,
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});
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} else if self.stage_section == StageSection::Swing {
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// Transitions to recover section of stage
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update.character = CharacterState::SpinMelee(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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spins_remaining: self.spins_remaining,
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stage_section: StageSection::Recover,
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})
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} else if self.stage_section == StageSection::Recover
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&& self.timer < self.static_data.recover_duration
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{
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// Recover
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update.character = CharacterState::SpinMelee(Data {
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static_data: self.static_data,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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spins_remaining: self.spins_remaining,
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stage_section: self.stage_section,
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})
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} else if update.energy.current() >= self.static_data.energy_cost && (self.spins_remaining != 0 || (self.static_data.is_infinite && data.inputs.secondary.is_pressed())) {
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let new_spins_remaining = if self.static_data.is_infinite {
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self.spins_remaining
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} else {
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self.spins_remaining - 1
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};
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update.character = CharacterState::SpinMelee(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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spins_remaining: new_spins_remaining,
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stage_section: StageSection::Buildup,
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});
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// Consumes energy if there's enough left and RMB is held down
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update
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.energy
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.change_by(-(self.energy_cost as i32), EnergySource::Ability);
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.change_by(-(self.static_data.energy_cost as i32), EnergySource::Ability);
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} else {
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// Done
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update.character = CharacterState::Wielding;
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@ -2,13 +2,22 @@ use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::{Hands, ToolKind};
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use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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};
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use std::f32::consts::PI;
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pub struct SpinMeleeAnimation;
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impl Animation for SpinMeleeAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, Vec3<f32>, f64);
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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Vec3<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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@ -18,7 +27,7 @@ impl Animation for SpinMeleeAnimation {
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, velocity, _global_time): Self::Dependency,
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(active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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@ -49,61 +58,74 @@ impl Animation for SpinMeleeAnimation {
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let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
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let quick = (anim_time as f32 * lab as f32 * 8.0).sin();
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if let Some(ToolKind::Axe(_)) = active_tool_kind {
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next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
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next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(PI);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(0.5, 0.0, -2.5);
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next.r_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(-0.0, -2.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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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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match stage_section {
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StageSection::Buildup => {},
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StageSection::Swing => {},
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StageSection::Recover => {},
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_ => {},
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}
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}
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}
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Some(ToolKind::Axe(_)) => {
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next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
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next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(PI);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.position = Vec3::new(0.5, 0.0, -2.5);
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next.r_hand.orientation = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.position = Vec3::new(-0.0, -2.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(0.0)
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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(0.0, 16.0, 3.0);
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next.control.orientation = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4);
|
||||
next.control.scale = Vec3::one();
|
||||
next.control.position = Vec3::new(0.0, 16.0, 3.0);
|
||||
next.control.orientation = Quaternion::rotation_x(-1.4)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(1.4);
|
||||
next.control.scale = Vec3::one();
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(-0.15)
|
||||
* Quaternion::rotation_y(0.08);
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0 - 3.0,
|
||||
skeleton_attr.chest.1 - 2.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.3);
|
||||
next.chest.scale = Vec3::one();
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(-0.15)
|
||||
* Quaternion::rotation_y(0.08);
|
||||
next.chest.position = Vec3::new(
|
||||
0.0,
|
||||
skeleton_attr.chest.0 - 3.0,
|
||||
skeleton_attr.chest.1 - 2.0,
|
||||
);
|
||||
next.chest.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(-0.1)
|
||||
* Quaternion::rotation_y(0.3);
|
||||
next.chest.scale = Vec3::one();
|
||||
|
||||
next.belt.position = Vec3::new(0.0, 1.0, -1.0);
|
||||
next.belt.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.4)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.belt.scale = Vec3::one() * 0.98;
|
||||
next.shorts.position = Vec3::new(0.0, 3.0, -2.5);
|
||||
next.shorts.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.7)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.torso.position = Vec3::new(
|
||||
-xshift * (anim_time as f32).min(0.6),
|
||||
-yshift * (anim_time as f32).min(0.6),
|
||||
0.0,
|
||||
) * skeleton_attr.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(spin * -16.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
next.belt.position = Vec3::new(0.0, 1.0, -1.0);
|
||||
next.belt.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.4)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.belt.scale = Vec3::one() * 0.98;
|
||||
next.shorts.position = Vec3::new(0.0, 3.0, -2.5);
|
||||
next.shorts.orientation = Quaternion::rotation_z(0.0)
|
||||
* Quaternion::rotation_x(0.7)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.shorts.scale = Vec3::one();
|
||||
next.torso.position = Vec3::new(
|
||||
-xshift * (anim_time as f32).min(0.6),
|
||||
-yshift * (anim_time as f32).min(0.6),
|
||||
0.0,
|
||||
) * skeleton_attr.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_z(spin * -16.0)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
if velocity.z.abs() > 0.1 {
|
||||
next.l_foot.position =
|
||||
|
@ -81,6 +81,8 @@ impl State {
|
||||
kind != "Sceptre" && kind != "SceptreVelorite"
|
||||
} else if let ToolKind::Debug(kind) = &kind.kind {
|
||||
kind == "Boost"
|
||||
} else if let ToolKind::Sword(_) = &kind.kind {
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
|
@ -803,6 +803,10 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
"\nWhirls a big fireball into the air. \nExplodes the ground \
|
||||
and does\na big amount of damage",
|
||||
)),
|
||||
ToolKind::Sword(_) => Some((
|
||||
"Whirlwind",
|
||||
"\nMove forward while spinning with \n your sword."
|
||||
)),
|
||||
ToolKind::Debug(kind) => match kind.as_ref() {
|
||||
"Boost" => Some((
|
||||
"Possessing Arrow",
|
||||
|
@ -25,7 +25,7 @@ use anim::{
|
||||
};
|
||||
use common::{
|
||||
comp::{
|
||||
item::ItemKind, Body, CharacterState, Item, Last, LightAnimation, LightEmitter, Loadout,
|
||||
item::{ItemKind, ToolKind}, Body, CharacterState, Item, Last, LightAnimation, LightEmitter, Loadout,
|
||||
Ori, PhysicsState, Pos, Scale, Stats, Vel,
|
||||
},
|
||||
span,
|
||||
@ -935,11 +935,30 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::SpinMelee(_) => {
|
||||
CharacterState::SpinMelee(s) => {
|
||||
let stage_progress = match active_tool_kind {
|
||||
Some(ToolKind::Sword(_)) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
},
|
||||
_ => state.state_time
|
||||
};
|
||||
|
||||
anim::character::SpinMeleeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0, time),
|
||||
state.state_time,
|
||||
(active_tool_kind, second_tool_kind, vel.0, time, Some(s.stage_section),),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
|
Loading…
Reference in New Issue
Block a user