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animation corrections
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@ -256,7 +256,7 @@ pub fn ability_to_character_state(data: &JoinData, ability_state: AbilityState)
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},
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AbilityState::TripleAttack { .. } => {
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if let Some(tool) = get_tool_data(data) {
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CharacterState::TripleAttack {
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CharacterState::TripleAttack {
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tool,
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stage: 1,
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stage_time_active: Duration::default(),
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@ -16,9 +16,10 @@ impl Animation for AttackAnimation {
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skeleton: &Self::Skeleton,
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(active_tool_kind, _global_time): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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rate: &mut f32,
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skeleton_attr: &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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let lab = 1.0;
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@ -270,7 +271,7 @@ impl Animation for AttackAnimation {
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next.lantern.ori = Quaternion::rotation_x(0.0);
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next.lantern.scale = Vec3::one() * 0.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1) * skeleton_attr.scaler;
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next.torso.offset = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.ori =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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@ -274,6 +274,13 @@ impl Animation for BlockAnimation {
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next
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}
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}
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@ -273,6 +273,13 @@ impl Animation for BlockIdleAnimation {
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.l_control.ori = Quaternion::rotation_x(0.0);
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next.l_control.scale = Vec3::one();
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next.r_control.offset = Vec3::new(0.0, 0.0, 0.0);
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next.r_control.ori = Quaternion::rotation_x(0.0);
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next.r_control.scale = Vec3::one();
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next
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}
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}
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@ -12,37 +12,33 @@ impl Animation for WieldAnimation {
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fn update_skeleton(
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skeleton: &Self::Skeleton,
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(active_tool_kind, velocity, _global_time): Self::Dependency,
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(active_tool_kind, _velocity, _global_time): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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_rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let speed = Vec2::<f32>::from(velocity).magnitude();
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*rate = speed;
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let wave_ultra_slow = (anim_time as f32 * 3.0 + PI).sin();
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let wave_ultra_slow_cos = (anim_time as f32 * 3.0 + PI).cos();
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let wave = (anim_time as f32 * 1.0).sin();
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let wave_stop = (anim_time as f32 * 2.6).min(PI / 2.0).sin();
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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next.l_hand.offset = Vec3::new(0.0, -5.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.27);
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next.l_hand.offset = Vec3::new(-0.25, -5.0, -5.0);
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next.l_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.offset = Vec3::new(0.0, -6.0, -8.0);
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next.r_hand.ori = Quaternion::rotation_x(1.27);
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next.r_hand.offset = Vec3::new(1.25, -5.5, -8.0);
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next.r_hand.ori = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.offset = Vec3::new(0.0, 0.0, -6.0);
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next.main.ori = Quaternion::rotation_x(-0.3)
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next.main.ori = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.main.scale = Vec3::one();
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next.control.offset = Vec3::new(-8.0, 4.0, 6.0);
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next.control.offset = Vec3::new(-7.0, 6.0, 6.0);
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next.control.ori = 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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@ -199,8 +195,9 @@ impl Animation for WieldAnimation {
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},
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_ => {},
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}
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next.torso.offset = Vec3::new(0.0, 0.3 + wave * -0.08, 0.4) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(wave_stop * -0.2);
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next.torso.offset = Vec3::new(0.0, 0.0 + wave * -0.08, 0.1) * skeleton_attr.scaler;
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next.torso.ori = Quaternion::rotation_x(0.0);
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
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next.l_control.offset = Vec3::new(0.0, 0.0, 0.0);
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@ -408,8 +408,8 @@ impl FigureMgr {
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let target_base = match (
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physics.on_ground,
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vel.0.magnitude_squared() > 0.001, // Moving
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physics.in_fluid, // In water
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vel.0.magnitude_squared() > 0.5, // Moving
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physics.in_fluid, // In water
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) {
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// Standing
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(true, false, false) => anim::character::StandAnimation::update_skeleton(
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