Animation for heavy pommel strike

This commit is contained in:
Sam 2022-08-31 22:03:34 -04:00
parent ba4c28e83a
commit be3f2dca92
2 changed files with 58 additions and 46 deletions

View File

@ -2,7 +2,7 @@ ComboMelee2(
strikes: [ strikes: [
( (
melee_constructor: ( melee_constructor: (
kind: Slash( kind: Bash(
damage: 10, damage: 10,
poise: 20, poise: 20,
knockback: 0, knockback: 0,

View File

@ -206,15 +206,11 @@ impl Animation for ComboAnimation {
} }
}, },
Some("common.abilities.sword.offensive_advance") => { Some("common.abilities.sword.offensive_advance") => {
let (move1, move2, move3) = if strike == current_strike { let (move1, move2, move3) = match stage_section {
match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
}; };
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); 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") => { Some("common.abilities.sword.crippling_gouge") => {
let (move1, move2, move3) = if strike == current_strike { let (move1, move2, move3) = match stage_section {
match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
}; };
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); 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); next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
}, },
Some("common.abilities.sword.crippling_strike") => { Some("common.abilities.sword.crippling_strike") => {
let (move1, move2, move3) = if strike == current_strike { let (move1, move2, move3) = match stage_section {
match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
}; };
let move2alt = move2.min(0.5) * 2.0; let move2alt = move2.min(0.5) * 2.0;
@ -480,15 +468,11 @@ impl Animation for ComboAnimation {
} }
}, },
Some("common.abilities.sword.cleaving_spin") => { Some("common.abilities.sword.cleaving_spin") => {
let (move1, move2, move3) = if strike == current_strike { let (move1, move2, move3) = match stage_section {
match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
}; };
let move2_pre = move2.min(0.3) * 10.0 / 3.0; 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") => { Some("common.abilities.sword.defensive_retreat") => {
let (move1, move2, move3) = if strike == current_strike { let (move1, move2, move3) = match stage_section {
match stage_section { Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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::Action) => (1.0, anim_time.powi(2), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(2)), _ => (0.0, 0.0, 0.0),
_ => (0.0, 0.0, 0.0),
}
} else {
(1.0, 1.0, 0.0)
}; };
let move2_pre = move2.min(0.3) * 10.0 / 3.0; 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);
},
_ => {}, _ => {},
} }
} }