From be3f2dca9255346ae3f303f050d064aa887a9b40 Mon Sep 17 00:00:00 2001 From: Sam Date: Wed, 31 Aug 2022 22:03:34 -0400 Subject: [PATCH] Animation for heavy pommel strike --- .../abilities/sword/heavy_pommelstrike.ron | 2 +- voxygen/anim/src/character/combomelee.rs | 102 ++++++++++-------- 2 files changed, 58 insertions(+), 46 deletions(-) diff --git a/assets/common/abilities/sword/heavy_pommelstrike.ron b/assets/common/abilities/sword/heavy_pommelstrike.ron index 57ac8ab658..8acd4d49fd 100644 --- a/assets/common/abilities/sword/heavy_pommelstrike.ron +++ b/assets/common/abilities/sword/heavy_pommelstrike.ron @@ -2,7 +2,7 @@ ComboMelee2( strikes: [ ( melee_constructor: ( - kind: Slash( + kind: Bash( damage: 10, poise: 20, knockback: 0, diff --git a/voxygen/anim/src/character/combomelee.rs b/voxygen/anim/src/character/combomelee.rs index 3ef941d704..880cf215b8 100644 --- a/voxygen/anim/src/character/combomelee.rs +++ b/voxygen/anim/src/character/combomelee.rs @@ -206,15 +206,11 @@ impl Animation for ComboAnimation { } }, Some("common.abilities.sword.offensive_advance") => { - let (move1, move2, move3) = if strike == current_strike { - match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), - Some(StageSection::Action) => (1.0, anim_time.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) + 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.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), }; next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); @@ -311,15 +307,11 @@ impl Animation for ComboAnimation { } }, Some("common.abilities.sword.crippling_gouge") => { - let (move1, move2, move3) = if strike == current_strike { - match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), - Some(StageSection::Action) => (1.0, anim_time.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) + 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.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), }; next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); @@ -347,15 +339,11 @@ impl Animation for ComboAnimation { next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0); }, Some("common.abilities.sword.crippling_strike") => { - let (move1, move2, move3) = if strike == current_strike { - match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), - Some(StageSection::Action) => (1.0, anim_time.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) + 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.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), }; let move2alt = move2.min(0.5) * 2.0; @@ -480,15 +468,11 @@ impl Animation for ComboAnimation { } }, Some("common.abilities.sword.cleaving_spin") => { - let (move1, move2, move3) = if strike == current_strike { - match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), - Some(StageSection::Action) => (1.0, anim_time.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) + 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.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), }; let move2_pre = move2.min(0.3) * 10.0 / 3.0; @@ -583,15 +567,11 @@ impl Animation for ComboAnimation { } }, Some("common.abilities.sword.defensive_retreat") => { - let (move1, move2, move3) = if strike == current_strike { - match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), - Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), - Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(2)), - _ => (0.0, 0.0, 0.0), - } - } else { - (1.0, 1.0, 0.0) + 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.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(2)), + _ => (0.0, 0.0, 0.0), }; let move2_pre = move2.min(0.3) * 10.0 / 3.0; @@ -804,6 +784,38 @@ impl Animation for ComboAnimation { _ => {}, } }, + Some("common.abilities.sword.heavy_pommelstrike") => { + 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.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), + }; + + 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 + 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 * 0.3); + next.head.orientation = Quaternion::rotation_z(move1 * -0.1); + next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2); + next.belt.orientation = Quaternion::rotation_z(move1 * -0.1); + next.control.orientation.rotate_x(move1 * 2.1); + next.control.position += Vec3::new(0.0, 0.0, move1 * 11.0); + next.control.orientation.rotate_z(move1 * -0.3); + + next.chest.orientation.rotate_z(move2 * -0.7); + next.head.orientation.rotate_z(move2 * 0.4); + next.shorts.orientation.rotate_z(move2 * 0.5); + next.belt.orientation.rotate_z(move2 * 0.2); + next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0); + next.control.orientation.rotate_z(move2 * 0.4); + }, _ => {}, } }