Animation for reaching flurry, tweaked animation for balanced combo.

This commit is contained in:
Sam 2022-09-05 14:36:33 -04:00
parent 9091d46554
commit b09b0222c4
5 changed files with 126 additions and 25 deletions

View File

@ -1,6 +1,6 @@
RapidMelee(
buildup_duration: 0.3,
swing_duration: 0.2,
swing_duration: 0.1,
recover_duration: 0.5,
melee_constructor: (
kind: Slash(

View File

@ -86,22 +86,15 @@ impl Animation for ComboAnimation {
* Quaternion::rotation_z(move2alt * -1.5);
},
1 => {
next.chest
.orientation
.rotate_z(move1 * -0.2 + move2alt * 1.4);
next.head
.orientation
.rotate_z(move1 * 0.1 + move2alt * -0.4);
next.belt
.orientation
.rotate_z(move1 * 0.1 + move2alt * -0.4);
next.shorts
.orientation
.rotate_z(move1 * 0.2 + move2alt * -0.8);
next.control.position += Vec3::new(move2 * -25.0, 0.0, move2 * 10.0);
next.control.orientation.rotate_x(move2alt * 0.4);
next.control.orientation.rotate_y(move2 * -0.6);
next.control.orientation.rotate_z(move2alt * 3.0);
next.control.orientation.rotate_x(move1 * 3.2);
next.control.orientation.rotate_z(move1 * 1.0);
next.chest.orientation.rotate_z(move2 * 1.4);
next.head.orientation.rotate_z(move2 * -0.6);
next.shorts.orientation.rotate_z(move2 * -0.8);
next.belt.orientation.rotate_z(move2 * -0.3);
next.control.orientation.rotate_z(move2 * 1.5);
next.control.position += Vec3::new(move2 * -27.0, 0.0, move2 * 5.0);
},
_ => {},
}

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@ -19,6 +19,7 @@ pub mod jump;
pub mod leapmelee;
pub mod mount;
pub mod music;
pub mod rapidmelee;
pub mod repeater;
pub mod ripostemelee;
pub mod roll;
@ -49,14 +50,14 @@ pub use self::{
dash::DashAnimation, divemelee::DiveMeleeAnimation, equip::EquipAnimation,
finishermelee::FinisherMeleeAnimation, glidewield::GlideWieldAnimation,
gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
mount::MountAnimation, music::MusicAnimation, repeater::RepeaterAnimation,
ripostemelee::RiposteMeleeAnimation, roll::RollAnimation, run::RunAnimation,
selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation, shoot::ShootAnimation,
sit::SitAnimation, sneak::SneakAnimation, sneakequip::SneakEquipAnimation,
sneakwield::SneakWieldAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
staggered::StaggeredAnimation, stand::StandAnimation, stunned::StunnedAnimation,
swim::SwimAnimation, swimwield::SwimWieldAnimation, talk::TalkAnimation,
wallrun::WallrunAnimation, wield::WieldAnimation,
mount::MountAnimation, music::MusicAnimation, rapidmelee::RapidMeleeAnimation,
repeater::RepeaterAnimation, ripostemelee::RiposteMeleeAnimation, roll::RollAnimation,
run::RunAnimation, selfbuff::SelfBuffAnimation, shockwave::ShockwaveAnimation,
shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
talk::TalkAnimation, wallrun::WallrunAnimation, wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton, TrailSource};
use common::comp;

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@ -0,0 +1,80 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use core::f32::consts::PI;
use std::ops::{Mul, Sub};
pub struct RapidMeleeAnimation;
impl Animation for RapidMeleeAnimation {
type Dependency<'a> = (Option<&'a str>, Option<StageSection>, (u32, u32));
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_rapid_melee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_rapid_melee")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(ability_id, stage_section, (current_strike, max_strikes)): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let mut next = (*skeleton).clone();
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_z(0.0);
match ability_id {
Some("common.abilities.sword.reaching_flurry") => {
let (move1, move2, move3, move2alt) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
Some(StageSection::Action) => (
1.0,
anim_time.min(0.5).mul(2.0).powi(2) - anim_time.max(0.5).sub(0.5).mul(2.0),
0.0,
anim_time.powi(2),
),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4), 1.0),
_ => (0.0, 0.0, 0.0, 0.0),
};
let move2_slow = move2.powi(4);
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.orientation.rotate_x(move1 * -1.1);
next.control.orientation.rotate_z(move1 * -0.7);
next.control.position += Vec3::new(move1 * 1.0, move1 * -1.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * -1.2);
next.head.orientation.rotate_z(move2 * 0.6);
next.belt.orientation.rotate_z(move2 * 0.3);
next.shorts.orientation.rotate_z(move2 * 0.7);
next.control.orientation.rotate_z(move2 * 1.2);
next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
if current_strike == max_strikes {
next.control.position += Vec3::new(move2alt * -6.0, move2alt * -6.0, 0.0);
}
},
_ => {},
}
next
}
}

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@ -1572,6 +1572,33 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::RapidMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Action => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::character::RapidMeleeAnimation::update_skeleton(
&target_base,
(
ability_id,
Some(s.stage_section),
(s.current_strike, s.static_data.max_strikes),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::Stunned(s) => {
let stage_time = s.timer.as_secs_f32();
let wield_status = s.was_wielded;