Animation for heavy finisher

This commit is contained in:
Sam 2022-09-01 23:21:55 -04:00
parent 871d480639
commit eb7c2337dd
2 changed files with 39 additions and 2 deletions

View File

@ -4,13 +4,13 @@ FinisherMelee(
swing_duration: 0.1,
recover_duration: 0.4,
melee_constructor: (
kind: Slash(
kind: Bash(
damage: 20,
poise: 30,
knockback: 0,
energy_regen: 10,
),
scaled: Some(Slash(
scaled: Some(Bash(
damage: 0,
poise: 20,
knockback: 0,

View File

@ -173,6 +173,43 @@ impl Animation for FinisherMeleeAnimation {
next.control.orientation.rotate_x(move2.powf(0.25) * -2.8);
next.control.position += Vec3::new(move2 * 12.0, 0.0, move2 * -10.0);
},
Some("common.abilities.sword.heavy_finisher") => {
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.powf(0.5) * -12.0,
-4.0 + move1.powf(0.5) * 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 * 0.6);
next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.orientation.rotate_x(move1 * 1.5);
next.control.position += Vec3::new(move1 * 1.0, move1 * 1.0, move1 * 10.0);
next.hand_l.position += Vec3::new(0.0, 0.0, move1.powi(2) * 12.0);
next.hand_r.position += Vec3::new(0.0, 0.0, move1 * 2.0);
next.chest.orientation.rotate_z(move2 * -0.9);
next.head.orientation.rotate_z(move2 * 0.5);
next.shorts.orientation.rotate_z(move2 * 0.6);
next.belt.orientation.rotate_z(move2 * 0.3);
next.control.orientation.rotate_x(move2 * 0.5);
next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0);
next.control.orientation.rotate_z(move2 * -0.1);
},
_ => {},
}