Add triple_strike anims for axe and hammer

This commit is contained in:
AdamWhitehurst 2020-03-27 11:00:58 -07:00
parent 8eb233bdbc
commit d774091fa4
3 changed files with 19 additions and 19 deletions

View File

@ -81,28 +81,28 @@ impl ToolData {
base_damage: 10,
},
],
Axe(_) => vec![BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(700),
recover_duration: Duration::from_millis(100),
base_healthchange: -8,
range: 3.5,
max_angle: 30.0,
}],
Hammer(_) => vec![
BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(700),
recover_duration: Duration::from_millis(300),
base_healthchange: -10,
range: 3.5,
max_angle: 60.0,
},
Axe(_) => vec![
TripleStrike {
base_damage: 7,
needs_timing: true,
},
BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(700),
recover_duration: Duration::from_millis(100),
base_healthchange: -8,
range: 3.5,
max_angle: 30.0,
},
],
Hammer(_) => vec![BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(700),
recover_duration: Duration::from_millis(300),
base_healthchange: -10,
range: 3.5,
max_angle: 60.0,
}],
Bow(_) => vec![BasicRanged {
energy_cost: 0,
holdable: true,

View File

@ -39,7 +39,7 @@ impl Animation for BetaAnimation {
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
next.head.offset = Vec3::new(
0.0 + skeleton_attr.neck_right,
-2.0 + skeleton_attr.neck_forward,

View File

@ -36,7 +36,7 @@ impl Animation for SpinAnimation {
match active_tool_kind {
//TODO: Inventory
Some(ToolKind::Sword(_)) => {
Some(ToolKind::Axe(_)) | Some(ToolKind::Hammer(_)) | Some(ToolKind::Sword(_)) => {
next.l_hand.offset = Vec3::new(0.0, 1.0, 0.0);
next.l_hand.ori = Quaternion::rotation_x(1.27);
next.l_hand.scale = Vec3::one() * 1.04;