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Animation for heavy pommel strike
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parent
ba4c28e83a
commit
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@ -2,7 +2,7 @@ ComboMelee2(
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strikes: [
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strikes: [
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(
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(
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melee_constructor: (
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melee_constructor: (
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kind: Slash(
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kind: Bash(
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damage: 10,
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damage: 10,
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poise: 20,
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poise: 20,
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knockback: 0,
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knockback: 0,
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@ -206,15 +206,11 @@ impl Animation for ComboAnimation {
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}
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}
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},
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},
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Some("common.abilities.sword.offensive_advance") => {
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Some("common.abilities.sword.offensive_advance") => {
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let (move1, move2, move3) = if strike == current_strike {
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let (move1, move2, move3) = match stage_section {
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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::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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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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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0)
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};
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};
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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@ -311,15 +307,11 @@ impl Animation for ComboAnimation {
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}
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}
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},
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},
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Some("common.abilities.sword.crippling_gouge") => {
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Some("common.abilities.sword.crippling_gouge") => {
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let (move1, move2, move3) = if strike == current_strike {
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let (move1, move2, move3) = match stage_section {
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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::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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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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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0)
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};
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};
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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@ -347,15 +339,11 @@ impl Animation for ComboAnimation {
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next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
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next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
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},
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},
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Some("common.abilities.sword.crippling_strike") => {
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Some("common.abilities.sword.crippling_strike") => {
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let (move1, move2, move3) = if strike == current_strike {
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let (move1, move2, move3) = match stage_section {
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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::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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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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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0)
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};
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};
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let move2alt = move2.min(0.5) * 2.0;
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let move2alt = move2.min(0.5) * 2.0;
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@ -480,15 +468,11 @@ impl Animation for ComboAnimation {
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}
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}
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},
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},
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Some("common.abilities.sword.cleaving_spin") => {
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Some("common.abilities.sword.cleaving_spin") => {
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let (move1, move2, move3) = if strike == current_strike {
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let (move1, move2, move3) = match stage_section {
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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::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
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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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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0)
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};
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};
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let move2_pre = move2.min(0.3) * 10.0 / 3.0;
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let move2_pre = move2.min(0.3) * 10.0 / 3.0;
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@ -583,15 +567,11 @@ impl Animation for ComboAnimation {
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}
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}
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},
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},
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Some("common.abilities.sword.defensive_retreat") => {
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Some("common.abilities.sword.defensive_retreat") => {
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let (move1, move2, move3) = if strike == current_strike {
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let (move1, move2, move3) = match stage_section {
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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::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(2)),
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_ => (0.0, 0.0, 0.0),
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_ => (0.0, 0.0, 0.0),
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}
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} else {
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(1.0, 1.0, 0.0)
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};
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};
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let move2_pre = move2.min(0.3) * 10.0 / 3.0;
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let move2_pre = move2.min(0.3) * 10.0 / 3.0;
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@ -804,6 +784,38 @@ impl Animation for ComboAnimation {
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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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Some("common.abilities.sword.heavy_pommelstrike") => {
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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.powi(2), 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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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.control.orientation.rotate_x(move1 * 2.1);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 11.0);
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next.control.orientation.rotate_z(move1 * -0.3);
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next.chest.orientation.rotate_z(move2 * -0.7);
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next.head.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 0.5);
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next.belt.orientation.rotate_z(move2 * 0.2);
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next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0);
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next.control.orientation.rotate_z(move2 * 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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}
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