This commit is contained in:
Sam 2023-05-27 14:30:10 -04:00
parent 820f8dca94
commit c62626cec1
2 changed files with 51 additions and 11 deletions

View File

@ -2,21 +2,26 @@ ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 4,
poise: 5,
knockback: 0,
energy_regen: 5,
kind: Bash(
damage: 16,
poise: 40,
knockback: 10,
energy_regen: 0,
),
range: 3.0,
angle: 45.0,
range: 2.5,
angle: 60.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
buildup_duration: 0.1,
swing_duration: 0.2,
hit_timing: 0.5,
recover_duration: 0.1,
recover_duration: 0.3,
movement: (
buildup: Some(Forward(0.5)),
swing: Some(Forward(0.7)),
),
ori_modifier: 0.6,
additional_combo: 4,
),
],
energy_cost_per_strike: 0,
energy_cost_per_strike: 10,
)

View File

@ -1135,6 +1135,41 @@ impl Animation for ComboAnimation {
next.control.orientation.rotate_x(move2 * -1.8);
next.control.position += Vec3::new(move2 * 9.0, move2 * 2.0, move2 * -5.0);
},
Some("common.abilities.axe.plunder") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0),
Some(StageSection::Action) => (1.0, anim_time),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move2 * PI * 0.0);
next.chest.orientation.rotate_z(move1 * 0.9);
next.head.orientation.rotate_z(move1 * -0.3);
next.belt.orientation.rotate_z(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.6);
next.chest.orientation.rotate_z(move2 * -2.0);
next.head.orientation.rotate_z(move2 * 0.7);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.2);
next.control.orientation.rotate_y(move2 * 2.5);
next.control.orientation.rotate_x(move2 * -1.2);
next.control.position += Vec3::new(move2 * 8.0, 0.0, 0.0);
},
_ => {},
}
}