Disengage

This commit is contained in:
uniior 2024-06-23 11:54:40 -04:00
parent 4eb0e8cd36
commit b402fa8473

View File

@ -263,7 +263,7 @@ impl Animation for MultiAction {
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0); next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
// Right feint if x < 0, else left // Right feint if x < 0, else left
if move_dir.x < 0.0 { if d.move_dir.x < 0.0 {
next.chest.orientation = next.chest.orientation =
Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15) Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0); * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
@ -320,21 +320,23 @@ impl Animation for MultiAction {
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); 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.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.7); next.chest.orientation =
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3); Quaternion::rotation_y(move1 * 0.1 + move2 * -0.15)
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1); * Quaternion::rotation_z(move1 * 1.2 + move2 * -2.0);
next.head.orientation = Quaternion::rotation_z(move1 * -0.4); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.5);
next.head.orientation =
Quaternion::rotation_x(move1 * 0.2 + move2 * -0.24)
* Quaternion::rotation_y(move1 * 0.3 + move2 * -0.36)
* Quaternion::rotation_z(move1 * -0.3 + move2 * 1.2);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0); next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.chest.orientation.rotate_z(move2 * -1.5); next.chest.orientation.rotate_z(move2 * -1.4);
next.head.orientation.rotate_z(move2 * 0.9);
next.belt.orientation.rotate_z(move2 * 0.4); next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.0); next.shorts.orientation.rotate_z(move2 * 0.8);
next.control.orientation.rotate_y(move2 * -1.6); next.control.orientation.rotate_y(move2 * -1.6);
next.control next.control.orientation.rotate_z(move2 * -1.9);
.orientation next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
.rotate_z(move1 * 0.3 + move2 * -1.5);
next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
}, },
Some("common.abilities.sword.crippling_gouge") => { Some("common.abilities.sword.crippling_gouge") => {
let move1 = move1base.powf(0.25) * multi_action_pullback; let move1 = move1base.powf(0.25) * multi_action_pullback;
@ -362,7 +364,7 @@ impl Animation for MultiAction {
next.belt.orientation.rotate_z(move2 * -0.4); next.belt.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.9); next.shorts.orientation.rotate_z(move2 * -0.9);
next.control.orientation.rotate_z(move2 * -1.4); next.control.orientation.rotate_z(move2 * -1.4);
next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0); next.control.position += Vec3::new(move2 * 9.0, move2 * 3.0, 0.0);
}, },
Some("common.abilities.sword.crippling_hamstring") => { Some("common.abilities.sword.crippling_hamstring") => {
let move1 = move1base.powf(0.25) * multi_action_pullback; let move1 = move1base.powf(0.25) * multi_action_pullback;