Animation for heavy combo

This commit is contained in:
Sam 2022-08-30 21:50:29 -04:00
parent d7a0a6e743
commit ba4c28e83a
2 changed files with 73 additions and 6 deletions

View File

@ -11,10 +11,10 @@ ComboMelee2(
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.4,
swing_duration: 0.1,
buildup_duration: 0.5,
swing_duration: 0.2,
hit_timing: 0.5,
recover_duration: 0.7,
recover_duration: 0.5,
ori_modifier: 0.6,
),
(
@ -28,10 +28,10 @@ ComboMelee2(
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.5,
swing_duration: 0.1,
buildup_duration: 0.6,
swing_duration: 0.2,
hit_timing: 0.5,
recover_duration: 0.6,
recover_duration: 0.4,
ori_modifier: 0.6,
),
],

View File

@ -737,6 +737,73 @@ impl Animation for ComboAnimation {
next.control.orientation.rotate_x(move2 * 0.5 + move3 * 0.2);
next.control.position += Vec3::new(move2 * 7.0, 0.0, move2 * 6.0);
},
Some("common.abilities.sword.heavy_combo") => {
let (move1, move2, move3) = if strike == current_strike {
match stage_section {
Some(StageSection::Buildup) => {
(((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0, 0.0)
},
Some(StageSection::Action) => {
(1.0, (anim_time.min(0.4) * 2.5).powi(2), 0.0)
},
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
};
match strike {
0 => {
let fast1 = move1.min(0.2) * 5.0;
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 + fast1 * -12.0,
-4.0 + fast1 * 3.0,
-2.0,
);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + fast1 * 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.control.position +=
Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
next.control.orientation.rotate_x(move1 * 1.0);
next.control.orientation.rotate_z(move1 * -0.4);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
next.head.orientation = Quaternion::rotation_z(move1 * -0.25);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.chest.orientation.rotate_z(move2 * -0.8);
next.head.orientation.rotate_z(move2 * 0.5);
next.shorts.orientation.rotate_z(move2 * 0.4);
next.belt.orientation.rotate_z(move2 * 0.2);
next.control.orientation.rotate_x(move2 * -1.9);
next.control.orientation.rotate_z(move2 * 0.1);
next.control.position +=
Vec3::new(move2 * 4.0, move2 * 2.0, move2 * -9.0);
},
1 => {
next.control.position +=
Vec3::new(move1 * 3.0, move1 * -2.0, move1 * 9.0);
next.control.orientation.rotate_x(move1 * 1.6);
next.control.orientation.rotate_z(move1 * 0.9);
next.control.orientation.rotate_y(move1 * 0.6);
next.chest.orientation.rotate_z(move2 * 1.1);
next.head.orientation.rotate_z(move2 * -0.6);
next.shorts.orientation.rotate_z(move2 * -0.8);
next.belt.orientation.rotate_z(move2 * -0.2);
next.control.position += Vec3::new(move2 * -6.0, 0.0, move2 * -7.0);
next.control.orientation.rotate_x(move2 * -2.1);
next.control.orientation.rotate_z(move2 * 0.4);
},
_ => {},
}
},
_ => {},
}
}