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synced 2024-08-30 18:12:32 +00:00
Animation for reaching flurry, tweaked animation for balanced combo.
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9091d46554
commit
b09b0222c4
@ -1,6 +1,6 @@
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RapidMelee(
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buildup_duration: 0.3,
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swing_duration: 0.2,
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swing_duration: 0.1,
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recover_duration: 0.5,
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melee_constructor: (
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kind: Slash(
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@ -86,22 +86,15 @@ impl Animation for ComboAnimation {
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* Quaternion::rotation_z(move2alt * -1.5);
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},
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1 => {
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next.chest
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.orientation
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.rotate_z(move1 * -0.2 + move2alt * 1.4);
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next.head
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.orientation
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.rotate_z(move1 * 0.1 + move2alt * -0.4);
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next.belt
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.orientation
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.rotate_z(move1 * 0.1 + move2alt * -0.4);
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next.shorts
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.orientation
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.rotate_z(move1 * 0.2 + move2alt * -0.8);
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next.control.position += Vec3::new(move2 * -25.0, 0.0, move2 * 10.0);
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next.control.orientation.rotate_x(move2alt * 0.4);
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next.control.orientation.rotate_y(move2 * -0.6);
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next.control.orientation.rotate_z(move2alt * 3.0);
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next.control.orientation.rotate_x(move1 * 3.2);
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next.control.orientation.rotate_z(move1 * 1.0);
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next.chest.orientation.rotate_z(move2 * 1.4);
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next.head.orientation.rotate_z(move2 * -0.6);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.belt.orientation.rotate_z(move2 * -0.3);
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next.control.orientation.rotate_z(move2 * 1.5);
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next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
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},
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_ => {},
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}
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@ -19,6 +19,7 @@ pub mod jump;
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pub mod leapmelee;
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pub mod mount;
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pub mod music;
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pub mod rapidmelee;
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pub mod repeater;
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pub mod ripostemelee;
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pub mod roll;
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@ -49,14 +50,14 @@ pub use self::{
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dash::DashAnimation, divemelee::DiveMeleeAnimation, equip::EquipAnimation,
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finishermelee::FinisherMeleeAnimation, glidewield::GlideWieldAnimation,
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gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
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mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation,
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ripostemelee::RiposteMeleeAnimation, roll::RollAnimation, run::RunAnimation,
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selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation,
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sit::SitAnimation, sneak::SneakAnimation, sneakequip::SneakEquipAnimation,
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sneakwield::SneakWieldAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
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staggered::StaggeredAnimation, stand::StandAnimation, stunned::StunnedAnimation,
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swim::SwimAnimation, swimwield::SwimWieldAnimation, talk::TalkAnimation,
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wallrun::WallrunAnimation, wield::WieldAnimation,
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mount::MountAnimation, music::MusicAnimation, rapidmelee::RapidMeleeAnimation,
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repeater::RepeaterAnimation, ripostemelee::RiposteMeleeAnimation, roll::RollAnimation,
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run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
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shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
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sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
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spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
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stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
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talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
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use common::comp;
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80
voxygen/anim/src/character/rapidmelee.rs
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80
voxygen/anim/src/character/rapidmelee.rs
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@ -0,0 +1,80 @@
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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::states::utils::StageSection;
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use core::f32::consts::PI;
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use std::ops::{Mul, Sub};
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pub struct RapidMeleeAnimation;
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impl Animation for RapidMeleeAnimation {
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type Dependency<'a> = (Option<&'a str>, Option<StageSection>, (u32, u32));
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_rapid_melee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_rapid_melee")]
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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(ability_id, stage_section, (current_strike, max_strikes)): 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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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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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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match ability_id {
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Some("common.abilities.sword.reaching_flurry") => {
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let (move1, move2, move3, move2alt) = 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::Action) => (
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1.0,
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anim_time.min(0.5).mul(2.0).powi(2) - anim_time.max(0.5).sub(0.5).mul(2.0),
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0.0,
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anim_time.powi(2),
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),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
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_ => (0.0, 0.0, 0.0, 0.0),
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};
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let move2_slow = move2.powi(4);
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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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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_x(move1 * -1.1);
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next.control.orientation.rotate_z(move1 * -0.7);
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next.control.position += Vec3::new(move1 * 1.0, move1 * -1.0, move1 * 4.0);
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next.chest.orientation.rotate_z(move2 * -1.2);
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next.head.orientation.rotate_z(move2 * 0.6);
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next.belt.orientation.rotate_z(move2 * 0.3);
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next.shorts.orientation.rotate_z(move2 * 0.7);
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next.control.orientation.rotate_z(move2 * 1.2);
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next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
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if current_strike == max_strikes {
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next.control.position += Vec3::new(move2alt * -6.0, move2alt * -6.0, 0.0);
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}
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},
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_ => {},
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}
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next
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}
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}
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@ -1572,6 +1572,33 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::RapidMelee(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.swing_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::character::RapidMeleeAnimation::update_skeleton(
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&target_base,
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(
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ability_id,
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Some(s.stage_section),
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(s.current_strike, s.static_data.max_strikes),
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::Stunned(s) => {
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let stage_time = s.timer.as_secs_f32();
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let wield_status = s.was_wielded;
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