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dash animation
This commit is contained in:
parent
a8e834e754
commit
e79cef4824
@ -127,8 +127,8 @@ impl Tool {
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knockback: 10.0,
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range: 4.0,
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angle: 30.0,
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base_buildup_duration: Duration::from_millis(500),
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base_swing_duration: Duration::from_millis(200),
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base_buildup_duration: Duration::from_millis(350),
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base_swing_duration: Duration::from_millis(100),
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base_recover_duration: Duration::from_millis(400),
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forward_movement: 0.5,
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},
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@ -176,7 +176,7 @@ impl Tool {
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angle: 45.0,
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energy_drain: 500,
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forward_speed: 4.0,
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buildup_duration: Duration::from_millis(200),
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buildup_duration: Duration::from_millis(250),
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charge_duration: Duration::from_millis(400),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(500),
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@ -195,7 +195,7 @@ impl Tool {
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is_helicopter: false,
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forward_speed: 1.0,
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num_spins: 3,
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}
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},
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],
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Axe(_) => vec![
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BasicMelee {
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@ -52,8 +52,7 @@ impl CharacterBehavior for Data {
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let mut update = StateUpdate::from(data);
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if self.static_data.is_helicopter {
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update.vel.0 =
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Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
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update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
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} else {
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handle_orientation(data, &mut update, 1.0);
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forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
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@ -90,7 +89,7 @@ impl CharacterBehavior for Data {
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knockback: self.static_data.knockback,
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});
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} else if self.stage_section == StageSection::Swing
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&& self.timer < self.static_data.swing_duration
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&& self.timer < self.static_data.swing_duration
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{
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// Swings
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update.character = CharacterState::SpinMelee(Data {
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@ -111,7 +110,7 @@ impl CharacterBehavior for Data {
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stage_section: StageSection::Recover,
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})
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} else if self.stage_section == StageSection::Recover
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&& self.timer < self.static_data.recover_duration
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&& self.timer < self.static_data.recover_duration
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{
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// Recover
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update.character = CharacterState::SpinMelee(Data {
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@ -123,7 +122,10 @@ impl CharacterBehavior for Data {
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spins_remaining: self.spins_remaining,
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stage_section: self.stage_section,
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})
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} else if update.energy.current() >= self.static_data.energy_cost && (self.spins_remaining != 0 || (self.static_data.is_infinite && data.inputs.secondary.is_pressed())) {
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} else if update.energy.current() >= self.static_data.energy_cost
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&& (self.spins_remaining != 0
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|| (self.static_data.is_infinite && data.inputs.secondary.is_pressed()))
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{
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let new_spins_remaining = if self.static_data.is_infinite {
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self.spins_remaining
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} else {
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@ -136,9 +138,10 @@ impl CharacterBehavior for Data {
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stage_section: StageSection::Buildup,
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});
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// Consumes energy if there's enough left and RMB is held down
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update
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.energy
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.change_by(-(self.static_data.energy_cost as i32), EnergySource::Ability);
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update.energy.change_by(
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-(self.static_data.energy_cost as i32),
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EnergySource::Ability,
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);
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} else {
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// Done
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update.character = CharacterState::Wielding;
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@ -84,10 +84,8 @@ impl Animation for AlphaAnimation {
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0+0.0, skeleton_attr.head.1);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
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if let Some(stage_section) = stage_section {
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match stage_section {
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@ -133,8 +131,8 @@ impl Animation for AlphaAnimation {
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next.chest.orientation = Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(-1.57 + movement * 0.5);
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next.head.orientation =
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Quaternion::rotation_y(0.0) * Quaternion::rotation_z(1.57+movement*-0.5);
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next.head.orientation = Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.57 + movement * -0.5);
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},
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_ => {},
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}
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@ -69,7 +69,7 @@ impl Animation for BetaAnimation {
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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if let Some(stage_section) = stage_section {
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match stage_section {
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@ -6,6 +6,7 @@ use common::{
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comp::item::{Hands, ToolKind},
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states::utils::StageSection,
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};
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use std::f32::consts::PI;
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pub struct Input {
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pub attack: bool,
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@ -37,67 +38,150 @@ impl Animation for DashAnimation {
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let mut next = (*skeleton).clone();
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let lab = 1.0;
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let foot = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 25.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 25.0).sin());
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let slow = (((5.0)
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/ (1.1 + 3.9 * ((anim_time as f32 * lab as f32 * 12.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 12.4).sin());
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let short = (((5.0)
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/ (1.5 + 3.5 * ((anim_time as f32 * lab as f32 * 5.0).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * lab as f32 * 5.0).sin());
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let foothoril = (anim_time as f32 * 5.0 * lab as f32 + PI * 1.45).sin();
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let foothorir = (anim_time as f32 * 5.0 * lab as f32 + PI * (0.45)).sin();
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let footvertl = (anim_time as f32 * 5.0 * lab as f32).sin();
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let footvertr = (anim_time as f32 * 5.0 * lab as f32 + PI).sin();
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let footrotl = (((1.0)
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/ (0.05
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+ (0.95)
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 1.4).sin());
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let footrotr = (((1.0)
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/ (0.05
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+ (0.95)
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
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.sqrt())
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* ((anim_time as f32 * 5.0 * lab as f32 + PI * 0.4).sin());
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let shortalt = (anim_time as f32 * lab as f32 * 5.0 + PI / 2.0).sin();
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let movement = (anim_time as f32 * 1.0).min(1.0);
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next.head.position = Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
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next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -0.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 0.0, 2.0);
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next.main.orientation = Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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match active_tool_kind {
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//TODO: Inventory
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Some(ToolKind::Sword(_)) => {
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if let Some(stage_section) = stage_section {
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match stage_section {
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StageSection::Buildup => {},
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StageSection::Charge => {},
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StageSection::Swing => {},
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StageSection::Recover => {},
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StageSection::Buildup => {
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next.head.orientation = Quaternion::rotation_z(movement * -0.9);
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next.chest.orientation = Quaternion::rotation_z(movement * 1.1);
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next.control.position = Vec3::new(-7.0 + movement * -5.0, 7.0, 2.0);
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next.control.orientation = Quaternion::rotation_x(movement * -1.0)
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* Quaternion::rotation_y(movement * 1.5)
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* Quaternion::rotation_z(0.0);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(
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-skeleton_attr.foot.0,
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skeleton_attr.foot.1 + movement * -12.0,
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skeleton_attr.foot.2,
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);
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next.l_foot.orientation = Quaternion::rotation_x(movement * -1.0);
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next.r_foot.position = Vec3::new(
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skeleton_attr.foot.0,
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skeleton_attr.foot.1,
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skeleton_attr.foot.2,
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);
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},
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StageSection::Charge => {
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next.head.position = Vec3::new(
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0.0,
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-2.0 + skeleton_attr.head.0,
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skeleton_attr.head.1 + movement * 1.0,
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);
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next.head.orientation = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(movement * -0.3)
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* Quaternion::rotation_z(-0.9 + movement * -0.2 + short * -0.05);
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next.chest.position = Vec3::new(
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0.0,
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skeleton_attr.chest.0,
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skeleton_attr.chest.1 + 2.0 + shortalt * -2.5,
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);
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next.chest.orientation = Quaternion::rotation_x(movement * -0.4)
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* Quaternion::rotation_y(movement * -0.2)
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* Quaternion::rotation_z(1.1);
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next.control.position =
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Vec3::new(-13.0, 7.0 + movement * -2.0, 2.0 + movement * 2.0);
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next.control.orientation =
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Quaternion::rotation_x(-1.0) * Quaternion::rotation_y(1.5);
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next.control.scale = Vec3::one();
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next.shorts.orientation = Quaternion::rotation_z(short * 0.25);
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next.belt.orientation = Quaternion::rotation_z(short * 0.1);
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next.l_foot.position = Vec3::new(
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2.0 - skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothoril * -7.5,
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2.0 + skeleton_attr.foot.2 + ((footvertl * -4.0).max(-1.0)),
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);
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next.l_foot.orientation =
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Quaternion::rotation_x(-0.6 + footrotl * -0.6)
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* Quaternion::rotation_z(-0.2);
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next.r_foot.position = Vec3::new(
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2.0 + skeleton_attr.foot.0,
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skeleton_attr.foot.1 + foothorir * -7.5,
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2.0 + skeleton_attr.foot.2 + ((footvertr * -4.0).max(-1.0)),
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);
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next.r_foot.orientation =
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Quaternion::rotation_x(-0.6 + footrotr * -0.6)
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* Quaternion::rotation_z(-0.2);
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},
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StageSection::Swing => {
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next.head.orientation = Quaternion::rotation_y(0.2 + movement * -0.2)
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* Quaternion::rotation_z(-1.1 + movement * 1.8);
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next.chest.orientation = Quaternion::rotation_y(-0.2 + movement * 0.3)
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* Quaternion::rotation_z(1.1 + movement * -2.2);
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next.control.position = Vec3::new(-13.0 + movement * -2.0, 5.0, 4.0);
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next.control.orientation =
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Quaternion::rotation_x(-1.0 + movement * -0.5)
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* Quaternion::rotation_y(1.5 + movement * -2.5);
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next.control.scale = Vec3::one();
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},
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StageSection::Recover => {
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next.head.orientation = Quaternion::rotation_z(0.7);
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next.chest.orientation = Quaternion::rotation_z(-1.1);
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next.control.position = Vec3::new(-15.0, 5.0, 2.0);
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next.control.orientation =
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Quaternion::rotation_x(-1.5) * Quaternion::rotation_y(-1.0);
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next.control.scale = Vec3::one();
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},
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}
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}
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next.head.position = Vec3::new(
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0.0,
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-2.0 + skeleton_attr.head.0,
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-2.0 + skeleton_attr.head.1,
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);
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next.head.orientation = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0);
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next.head.scale = Vec3::one() * skeleton_attr.head_scale;
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next.chest.position = Vec3::new(0.0, 0.0, 7.0 + slow * 2.0);
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next.chest.orientation =
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Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.7);
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next.belt.position = Vec3::new(0.0, 1.0, -1.0);
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next.belt.orientation = Quaternion::rotation_x(0.2) * Quaternion::rotation_z(0.2);
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next.shorts.position = Vec3::new(0.0, 3.0, -3.0);
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next.shorts.orientation = Quaternion::rotation_x(0.4) * Quaternion::rotation_z(0.3);
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next.l_hand.position = Vec3::new(-0.75, -1.0, -2.5);
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next.l_hand.orientation = Quaternion::rotation_x(1.27);
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next.l_hand.scale = Vec3::one() * 1.04;
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next.r_hand.position = Vec3::new(0.75, -1.5, -5.5);
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next.r_hand.orientation = Quaternion::rotation_x(1.27);
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next.r_hand.scale = Vec3::one() * 1.05;
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next.main.position = Vec3::new(0.0, 6.0, -1.0);
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.main.scale = Vec3::one();
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next.control.position = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(-1.4, foot * 3.0 + 2.0, skeleton_attr.foot.2);
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next.l_foot.orientation = Quaternion::rotation_x(foot * -0.4 - 0.8);
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next.r_foot.position = Vec3::new(5.4, foot * -3.0 - 1.0, skeleton_attr.foot.2);
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next.r_foot.orientation = Quaternion::rotation_x(foot * 0.4 - 0.8);
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},
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Some(ToolKind::Dagger(_)) => {
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next.head.position = Vec3::new(
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@ -130,15 +214,15 @@ impl Animation for DashAnimation {
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next.main.orientation = Quaternion::rotation_x(-0.3);
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next.main.scale = Vec3::one();
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next.control.position = Vec3::new(-8.0 - slow * 0.5, 3.0 - foot * 0.6, 3.0);
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next.control.position = Vec3::new(-8.0 - slow * 0.5, 3.0, 3.0);
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next.control.orientation =
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Quaternion::rotation_x(-0.3) * Quaternion::rotation_z(1.1 + slow * 0.2);
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next.control.scale = Vec3::one();
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next.l_foot.position = Vec3::new(-1.4, foot * 3.0 + 2.0, skeleton_attr.foot.2);
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next.l_foot.orientation = Quaternion::rotation_x(foot * -0.4 - 0.8);
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next.l_foot.position = Vec3::new(-1.4, 2.0, skeleton_attr.foot.2);
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next.l_foot.orientation = Quaternion::rotation_x(-0.8);
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next.r_foot.position = Vec3::new(5.4, foot * -3.0 - 1.0, skeleton_attr.foot.2);
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next.r_foot.orientation = Quaternion::rotation_x(foot * 0.4 - 0.8);
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next.r_foot.position = Vec3::new(5.4, -1.0, skeleton_attr.foot.2);
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next.r_foot.orientation = Quaternion::rotation_x(-0.8);
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},
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_ => {},
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}
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@ -189,11 +273,11 @@ impl Animation for DashAnimation {
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next.second.orientation = Quaternion::rotation_x(-0.3);
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next.second.scale = Vec3::one();
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next.l_foot.position = Vec3::new(-1.4, foot * 3.0 + 2.0, skeleton_attr.foot.2);
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next.l_foot.orientation = Quaternion::rotation_x(foot * -0.4 - 0.8);
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next.l_foot.position = Vec3::new(-1.4, 2.0, skeleton_attr.foot.2);
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next.l_foot.orientation = Quaternion::rotation_x(-0.8);
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next.r_foot.position = Vec3::new(5.4, foot * -3.0 - 1.0, skeleton_attr.foot.2);
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next.r_foot.orientation = Quaternion::rotation_x(foot * 0.4 - 0.8);
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next.r_foot.position = Vec3::new(5.4, -1.0, skeleton_attr.foot.2);
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next.r_foot.orientation = Quaternion::rotation_x(-0.8);
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},
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_ => {},
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}
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@ -207,9 +291,6 @@ impl Animation for DashAnimation {
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Quaternion::rotation_x(slow * -0.7 + 0.4) * Quaternion::rotation_y(slow * 0.4);
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next.hold.scale = Vec3::one() * 0.0;
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next.torso.position = Vec3::new(0.0, 0.0, 0.1) * skeleton_attr.scaler;
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next.torso.orientation =
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Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0);
|
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next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
next.l_control.scale = Vec3::one();
|
||||
|
@ -54,9 +54,8 @@ impl Animation for SpinAnimation {
|
||||
let movement = anim_time as f32 * 1.0;
|
||||
let test = (anim_time as f32 * 8.0).sin();
|
||||
let test2 = (anim_time as f32 * 1.0).sin();
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
|
||||
|
||||
if let Some(ToolKind::Sword(_)) = active_tool_kind {
|
||||
next.l_hand.position = Vec3::new(-0.75, -1.0, 2.5);
|
||||
|
@ -68,7 +68,7 @@ impl Animation for SpinMeleeAnimation {
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
|
||||
next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0)
|
||||
|
@ -41,7 +41,7 @@ impl Animation for StandAnimation {
|
||||
);
|
||||
next.head.position = Vec3::new(
|
||||
0.0,
|
||||
-3.0 + skeleton_attr.head.0,
|
||||
-2.0 + skeleton_attr.head.0,
|
||||
skeleton_attr.head.1 + slow * 0.3 + breathe * -0.05,
|
||||
);
|
||||
next.head.orientation = Quaternion::rotation_z(head_look.x)
|
||||
@ -174,7 +174,7 @@ impl Animation for StandAnimation {
|
||||
next.lantern.orientation = Quaternion::rotation_x(0.1) * Quaternion::rotation_y(0.1);
|
||||
next.lantern.scale = Vec3::one() * 0.65;
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.) * skeleton_attr.scaler;
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) * skeleton_attr.scaler;
|
||||
next.torso.orientation = Quaternion::rotation_x(0.0);
|
||||
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
|
||||
|
||||
|
@ -805,7 +805,7 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
)),
|
||||
ToolKind::Sword(_) => Some((
|
||||
"Whirlwind",
|
||||
"\nMove forward while spinning with \n your sword."
|
||||
"\nMove forward while spinning with \n your sword.",
|
||||
)),
|
||||
ToolKind::Debug(kind) => match kind.as_ref() {
|
||||
"Boost" => Some((
|
||||
|
@ -25,8 +25,9 @@ use anim::{
|
||||
};
|
||||
use common::{
|
||||
comp::{
|
||||
item::{ItemKind, ToolKind}, Body, CharacterState, Item, Last, LightAnimation, LightEmitter, Loadout,
|
||||
Ori, PhysicsState, Pos, Scale, Stats, Vel,
|
||||
item::{ItemKind, ToolKind},
|
||||
Body, CharacterState, Item, Last, LightAnimation, LightEmitter, Loadout, Ori, PhysicsState,
|
||||
Pos, Scale, Stats, Vel,
|
||||
},
|
||||
span,
|
||||
state::{DeltaTime, State},
|
||||
@ -941,23 +942,31 @@ impl FigureMgr {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f64()
|
||||
stage_time
|
||||
/ s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Swing => {
|
||||
stage_time / s.static_data.swing_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
stage_time
|
||||
/ s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
_ => 0.0,
|
||||
}
|
||||
},
|
||||
_ => state.state_time
|
||||
_ => state.state_time,
|
||||
};
|
||||
|
||||
anim::character::SpinMeleeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0, time, Some(s.stage_section),),
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
|
Loading…
Reference in New Issue
Block a user