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Solid smash
This commit is contained in:
parent
fcfff367c9
commit
bddced1ab7
@ -193,8 +193,7 @@
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),
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Tool(Hammer): (
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guard: Some(Simple(None, "common.abilities.hammer.basic_guard")),
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primary: Simple(None, "common.abilities.hammer.basic_guard"),
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// primary: Simple(None, "common.abilities.hammer.solid_smash"),
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primary: Simple(None, "common.abilities.hammer.solid_smash"),
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secondary: Simple(None, "common.abilities.hammer.basic_guard"),
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// secondary: Simple(None, "common.abilities.hammer.wide_wallop"),
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abilities: [
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18
assets/common/abilities/hammer/solid_smash.ron
Normal file
18
assets/common/abilities/hammer/solid_smash.ron
Normal file
@ -0,0 +1,18 @@
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BasicMelee(
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energy_cost: 0,
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buildup_duration: 0.2,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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melee_constructor: (
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kind: Bash(
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damage: 10,
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poise: 10,
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knockback: 5,
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energy_regen: 10,
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),
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range: 3.0,
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angle: 15.0,
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),
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ori_modifier: 0.6,
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)
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BIN
assets/voxygen/element/skills/hammer/solid_smash.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/skills/hammer/solid_smash.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -375,3 +375,8 @@ common-abilities-axe-capsize = Capsize
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.desc =
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Stagger everything nearby with a heavy spinning strike.
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Automatically upgrades from bulkhead at 50 combo.
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# Hammer abilities
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common-abilities-hammer-solid_smash = Solid Smash
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.desc =
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A solid smash, that'll hurt
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@ -1,6 +1,6 @@
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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hammer_start, twist_back, twist_forward, CharacterSkeleton, SkeletonAttr,
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};
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use common::{
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comp::item::{Hands, ToolKind},
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@ -11,6 +11,7 @@ use core::f32::consts::PI;
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pub struct AlphaAnimation;
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type AlphaAnimationDependency<'a> = (
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Option<&'a str>,
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(Option<Hands>, Option<Hands>),
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Option<StageSection>,
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Option<AbilityInfo>,
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@ -25,7 +26,7 @@ impl Animation for AlphaAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_alpha")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(hands, stage_section, ability_info): Self::Dependency<'_>,
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(ability_id, hands, stage_section, ability_info): Self::Dependency<'_>,
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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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@ -33,214 +34,250 @@ impl Animation for AlphaAnimation {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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let (move1, move2, _move3, move2h) = 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) => (1.0, anim_time.powi(2), 0.0, anim_time.powf(0.25)),
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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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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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next.torso.position = Vec3::new(0.0, 0.0, 1.1);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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if matches!(
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stage_section,
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Some(StageSection::Action | StageSection::Recover)
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) {
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if matches!(stage_section, Some(StageSection::Action)) {
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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}
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Dagger) => {
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0);
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next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8);
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},
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Some(ToolKind::Pick | ToolKind::Shovel) => {
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match ability_id {
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Some("common.abilities.hammer.solid_smash") => {
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hammer_start(&mut next, s_a);
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
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* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
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next.chest.orientation = Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
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* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
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* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
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next.control.orientation.rotate_x(move1 * 2.7);
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next.control.orientation.rotate_z(move1 * 1.4);
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next.control.position += Vec3::new(-12.0, 0.0, 0.0) * move1;
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next.control.orientation.rotate_x(move1 * -1.2);
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twist_back(&mut next, move1, 0.8, 0.3, 0.1, 0.5);
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twist_forward(&mut next, move2, 1.4, 0.5, 0.3, 1.0);
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next.control.orientation.rotate_x(move2 * -1.9);
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next.control.orientation.rotate_z(move2 * 0.6);
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},
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Some(ToolKind::Debug) => {
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next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(-5.0, 5.0, 23.0);
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next.main.orientation = Quaternion::rotation_x(PI);
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},
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_ => {},
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}
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match hands {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Pick) => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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next.hand_l.position =
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Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
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* Quaternion::rotation_y(s_a.hhl.4)
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* Quaternion::rotation_z(s_a.hhl.5);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
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* Quaternion::rotation_y(s_a.hhr.4)
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* Quaternion::rotation_z(s_a.hhr.5);
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next.control.position = Vec3::new(
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s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
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s_a.hc.1 + (moveret2 * 5.0),
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s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55))
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* Quaternion::rotation_y(
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s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
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)
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* Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
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_ => {
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let (move1, move2, _move3, move2h) = 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, anim_time.powi(2), 0.0, anim_time.powf(0.25))
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},
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Some(ToolKind::Shovel) => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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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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next.hand_l.position = Vec3::new(8.0, 6.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
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next.hand_r.position = Vec3::new(8.0, 6.0, 15.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.main.position = Vec3::new(7.5, 7.5, 13.2);
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next.main.orientation = Quaternion::rotation_y(PI);
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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next.torso.position = Vec3::new(0.0, 0.0, 1.1);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next.control.position = Vec3::new(-11.0 + moveret1 * 8.0, 1.8, 4.0);
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next.control.orientation =
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Quaternion::rotation_x(moveret1 * 0.3 + moveret2 * 0.2)
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* Quaternion::rotation_y(0.8 - moveret1 * 0.7 + moveret2 * 0.7)
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* Quaternion::rotation_z(moveret2 * 0.1 - moveret1 * 0.4);
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},
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_ => {},
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}
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},
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(_, _) => {},
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};
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match hands {
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(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Dagger) => {
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next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
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next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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Some(ToolKind::Pick | ToolKind::Shovel) => {
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next.control_l.position = Vec3::new(
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-7.0,
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8.0 + move1 * -4.0 + move2 * 4.0,
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2.0 + move1 * 16.0 + move2 * -19.0,
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);
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next.control_l.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
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},
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_ => {},
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},
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(_, _) => {},
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};
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match hands {
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(None | Some(Hands::One), Some(Hands::One)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Dagger) => {
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next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
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next.control_r.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
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* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
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* Quaternion::rotation_z(move2 * 1.5);
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next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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next.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.main.orientation = Quaternion::rotation_x(0.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.1 + move2 * -2.0);
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next.head.position = Vec3::new(0.0 + move2 * 2.0, s_a.head.0, s_a.head.1);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.9 + move2 * 1.8);
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},
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Some(ToolKind::Pick | ToolKind::Shovel) => {
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next.control_r.position = Vec3::new(
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7.0,
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8.0 + move1 * -4.0 + move2h * 4.0,
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2.0 + move1 * 12.0 + move2h * -16.0,
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);
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next.control_r.orientation =
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Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_x(moveret1 * 0.1 + moveret2 * 0.3)
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* Quaternion::rotation_z(move1 * -0.2 + moveret2 * 0.2);
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next.chest.position =
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Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + moveret2 * -2.0);
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next.chest.orientation =
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Quaternion::rotation_x(moveret1 * 0.4 + moveret2 * -0.7)
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* Quaternion::rotation_y(moveret1 * 0.3 + moveret2 * -0.4)
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* Quaternion::rotation_z(moveret1 * 0.5 + moveret2 * -0.5);
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},
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Some(ToolKind::Debug) => {
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next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
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next.hand_l.orientation = Quaternion::rotation_x(1.27);
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next.main.position = Vec3::new(-5.0, 5.0, 23.0);
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next.main.orientation = Quaternion::rotation_x(PI);
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},
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_ => {},
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}
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match hands {
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(Some(Hands::Two), _) | (None, Some(Hands::Two)) => {
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match ability_info.and_then(|a| a.tool) {
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Some(ToolKind::Pick) => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let moveret1 = move1 * pullback;
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let moveret2 = move2 * pullback;
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next.hand_l.position =
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Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2 + moveret2 * -7.0);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
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* Quaternion::rotation_y(s_a.hhl.4)
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* Quaternion::rotation_z(s_a.hhl.5);
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next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
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* Quaternion::rotation_y(s_a.hhr.4)
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* Quaternion::rotation_z(s_a.hhr.5);
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next.control.position = Vec3::new(
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s_a.hc.0 + moveret1 * -13.0 + moveret2 * 3.0,
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s_a.hc.1 + (moveret2 * 5.0),
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s_a.hc.2 + moveret1 * 8.0 + moveret2 * -6.0,
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||||
);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(
|
||||
s_a.hc.3 + (moveret1 * 1.5 + moveret2 * -2.55),
|
||||
) * Quaternion::rotation_y(
|
||||
s_a.hc.4 + moveret1 * PI / 2.0 + moveret2 * 0.5,
|
||||
) * Quaternion::rotation_z(s_a.hc.5 + (moveret2 * -0.5));
|
||||
},
|
||||
Some(ToolKind::Shovel) => {
|
||||
let (move1, move2, move3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Action) => (1.0, anim_time, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let pullback = 1.0 - move3;
|
||||
let moveret1 = move1 * pullback;
|
||||
let moveret2 = move2 * pullback;
|
||||
|
||||
next.hand_l.position = Vec3::new(8.0, 6.0, 3.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
|
||||
next.hand_r.position = Vec3::new(8.0, 6.0, 15.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
|
||||
next.main.position = Vec3::new(7.5, 7.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(PI);
|
||||
|
||||
next.control.position = Vec3::new(-11.0 + moveret1 * 8.0, 1.8, 4.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(moveret1 * 0.3 + moveret2 * 0.2)
|
||||
* Quaternion::rotation_y(
|
||||
0.8 - moveret1 * 0.7 + moveret2 * 0.7,
|
||||
)
|
||||
* Quaternion::rotation_z(moveret2 * 0.1 - moveret1 * 0.4);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(Some(Hands::One), _) => match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.control_l.position = Vec3::new(-7.0, 8.0, 2.0);
|
||||
next.control_l.orientation = Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.2 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Pick | ToolKind::Shovel) => {
|
||||
next.control_l.position = Vec3::new(
|
||||
-7.0,
|
||||
8.0 + move1 * -4.0 + move2 * 4.0,
|
||||
2.0 + move1 * 16.0 + move2 * -19.0,
|
||||
);
|
||||
next.control_l.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 1.9 + move2 * -3.0)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
|
||||
_ => {},
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None | Some(Hands::One), Some(Hands::One)) => {
|
||||
match ability_info.and_then(|a| a.tool) {
|
||||
Some(ToolKind::Dagger) => {
|
||||
next.control_r.position = Vec3::new(7.0 + move2 * 8.0, 8.0, 2.0);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move2 * 2.0)
|
||||
* Quaternion::rotation_y(move1 * -1.8 + move2 * -1.5)
|
||||
* Quaternion::rotation_z(move2 * 1.5);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
Some(ToolKind::Pick | ToolKind::Shovel) => {
|
||||
next.control_r.position = Vec3::new(
|
||||
7.0,
|
||||
8.0 + move1 * -4.0 + move2h * 4.0,
|
||||
2.0 + move1 * 12.0 + move2h * -16.0,
|
||||
);
|
||||
next.control_r.orientation =
|
||||
Quaternion::rotation_x(-0.3 + move1 * 2.3 + move2h * -3.5)
|
||||
* Quaternion::rotation_y(0.0)
|
||||
* Quaternion::rotation_z(0.0);
|
||||
next.hand_r.position = Vec3::new(0.0, -0.5, 0.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
if skeleton.holding_lantern {
|
||||
next.hand_r.position =
|
||||
Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
|
||||
|
||||
next.lantern.position = Vec3::new(-0.5, -0.5, -1.5);
|
||||
next.lantern.orientation = next.hand_r.orientation.inverse();
|
||||
}
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
match hands {
|
||||
(None, None) | (None, Some(Hands::One)) => {
|
||||
next.hand_l.position = Vec3::new(-4.5, 8.0, 5.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(-0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
match hands {
|
||||
(None, None) | (Some(Hands::One), None) => {
|
||||
next.hand_r.position = Vec3::new(4.5, 8.0, 5.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.9) * Quaternion::rotation_y(0.5)
|
||||
},
|
||||
(_, _) => {},
|
||||
};
|
||||
|
||||
if let (None, Some(Hands::Two)) = hands {
|
||||
next.second = next.main;
|
||||
}
|
||||
|
||||
if skeleton.holding_lantern {
|
||||
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 12.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(2.25) * Quaternion::rotation_z(0.9);
|
||||
|
||||
next.lantern.position = Vec3::new(-0.5, -0.5, -1.5);
|
||||
next.lantern.orientation = next.hand_r.orientation.inverse();
|
||||
}
|
||||
|
||||
next
|
||||
|
@ -467,3 +467,35 @@ impl CharacterSkeleton {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn hammer_start(next: &mut CharacterSkeleton, s_a: &SkeletonAttr) {
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_z(0.0);
|
||||
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1 + 3.0, s_a.hhl.2 - 1.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
|
||||
* Quaternion::rotation_y(s_a.hhl.4)
|
||||
* Quaternion::rotation_z(s_a.hhl.5);
|
||||
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1 + 3.0, s_a.hhr.2 + 1.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
|
||||
* Quaternion::rotation_y(s_a.hhr.4)
|
||||
* Quaternion::rotation_z(s_a.hhr.5);
|
||||
|
||||
next.control.position = Vec3::new(s_a.hc.0 - 1.0, s_a.hc.1, s_a.hc.2 - 3.0);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
|
||||
* Quaternion::rotation_y(s_a.hc.4)
|
||||
* Quaternion::rotation_z(s_a.hc.5);
|
||||
}
|
||||
|
||||
pub fn twist_back(next: &mut CharacterSkeleton, move1: f32, c: f32, h: f32, b: f32, s: f32) {
|
||||
next.chest.orientation.rotate_z(move1 * c);
|
||||
next.head.orientation.rotate_z(move1 * -h);
|
||||
next.belt.orientation.rotate_z(move1 * -b);
|
||||
next.shorts.orientation.rotate_z(move1 * -s);
|
||||
}
|
||||
|
||||
pub fn twist_forward(next: &mut CharacterSkeleton, move2: f32, c: f32, h: f32, b: f32, s: f32) {
|
||||
next.chest.orientation.rotate_z(move2 * -c);
|
||||
next.head.orientation.rotate_z(move2 * h);
|
||||
next.belt.orientation.rotate_z(move2 * b);
|
||||
next.shorts.orientation.rotate_z(move2 * s);
|
||||
}
|
||||
|
@ -314,7 +314,8 @@ image_ids! {
|
||||
axe_keelhaul: "voxygen.element.skills.axe.keelhaul",
|
||||
axe_bulkhead: "voxygen.element.skills.axe.bulkhead",
|
||||
axe_capsize: "voxygen.element.skills.axe.capsize",
|
||||
|
||||
// Hammer
|
||||
hammer_solid_smash: "voxygen.element.skills.hammer.solid_smash",
|
||||
// Skilltree Icons
|
||||
health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
|
||||
energy_plus_skill: "voxygen.element.skills.skilltree.energy_plus",
|
||||
|
@ -619,6 +619,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
|
||||
"common.abilities.axe.bulkhead" => imgs.axe_bulkhead,
|
||||
"common.abilities.axe.capsize" => imgs.axe_capsize,
|
||||
// Hammer
|
||||
"common.abilities.hammer.solid_smash" => imgs.hammer_solid_smash,
|
||||
// Bow
|
||||
"common.abilities.bow.charged" => imgs.bow_m1,
|
||||
"common.abilities.bow.repeater" => imgs.bow_m2,
|
||||
|
@ -1329,6 +1329,7 @@ impl FigureMgr {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
ability_id,
|
||||
hands,
|
||||
Some(s.stage_section),
|
||||
Some(s.static_data.ability_info),
|
||||
|
Loading…
Reference in New Issue
Block a user