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swing animation changes
Former-commit-id: 1bc70090e938c12d6e133683932b470be102aecd
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5f22c4e26f
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@ -115,14 +115,13 @@ impl<'a> System<'a> for Sys {
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let animation = if on_ground {
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if control.move_dir.magnitude() > 0.01 {
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Animation::Run
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} else if attackings.get(entity).is_some(){
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Animation::Attack
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} else if attackings.get(entity).is_some() {
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Animation::Attack
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} else {
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Animation::Idle
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}
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} else if glidings.get(entity).is_some() {
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Animation::Gliding
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} else {
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Animation::Jump
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};
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@ -27,7 +27,7 @@ impl Animation for AttackAnimation {
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let wave_quicken = (1.0 - (anim_time as f32 * 8.0).cos());
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let wave_quicken_slow = (1.0 - (anim_time as f32 * 6.0).cos());
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let wave_quicken_double = (1.0 - (anim_time as f32 * 12.0).cos());
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let wave_quick =(anim_time as f32 * 0.5).sin();
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let wave_quick = (anim_time as f32 * 0.5).sin();
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let wave_cos = (anim_time as f32 * 12.0).cos();
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let wave_slow = (anim_time as f32 * 5.0 + PI).cos();
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let wave_slow_cos = (anim_time as f32 * 6.0 + PI).cos();
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@ -51,7 +51,9 @@ impl Animation for AttackAnimation {
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* 0.25,
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);
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next.head.offset = Vec3::new(0.0, 2.0, 11.0);
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next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25) * Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1) * Quaternion::rotation_y(wave_stop_quick * 0.1);
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next.head.ori = Quaternion::rotation_z(wave_stop_quick * -0.25)
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* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.1)
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* Quaternion::rotation_y(wave_stop_quick * 0.1);
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next.head.scale = Vec3::one();
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next.chest.offset = Vec3::new(0.0, 0.0, 7.0);
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@ -66,21 +68,34 @@ impl Animation for AttackAnimation {
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next.shorts.ori = Quaternion::rotation_x(0.0);
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next.shorts.scale = Vec3::one();
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next.l_hand.offset = Vec3::new(-8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0) / 11.0;
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next.l_hand.ori =
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Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.l_hand.offset = Vec3::new(
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-8.0 + wave_quicken_slow * 10.0,
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4.0 + wave_quicken_double * 3.0,
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9.0,
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) / 11.0;
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next.l_hand.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.l_hand.scale = Vec3::one() / 11.0;
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next.r_hand.offset = Vec3::new(0.0, -2.0, 6.5) / 11.0;
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next.r_hand.ori = Quaternion::rotation_x(0.0);
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next.r_hand.scale = Vec3::one() *0.0;
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next.r_hand.scale = Vec3::one() * 0.0;
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next.l_foot.offset = Vec3::new(-3.4, -0.1, 8.0 + wave_quicken * -2.0);
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next.l_foot.ori = Quaternion::rotation_x(wave_quicken * -0.6);
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next.l_foot.offset = Vec3::new(
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-3.4,
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-0.1 + wave_stop_quick * 2.0,
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8.0 + wave_stop_quick * -4.0,
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);
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next.l_foot.ori = Quaternion::rotation_x(wave_stop_quick * -1.2);
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next.l_foot.scale = Vec3::one();
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next.r_foot.offset = Vec3::new(3.4, -0.1, 8.0 + wave_quick * -2.0);
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next.r_foot.ori = Quaternion::rotation_x(wave_quicken * 0.6);
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next.r_foot.offset = Vec3::new(
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3.4,
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-0.1 - wave_stop_quick * -2.0,
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8.0 + wave_stop_quick * -2.0,
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);
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next.r_foot.ori = Quaternion::rotation_x(wave_stop_quick * 1.2);
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next.r_foot.scale = Vec3::one();
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next.weapon.offset = Vec3::new(-7.0, -2.0, 5.0);
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@ -99,17 +114,30 @@ impl Animation for AttackAnimation {
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next.draw.ori = Quaternion::rotation_y(0.0);
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next.draw.scale = Vec3::one() * 0.0;
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next.left_equip.offset = Vec3::new(-8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0) / 11.0;
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next.left_equip.ori =
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Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.left_equip.offset = Vec3::new(
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-8.0 + wave_quicken_slow * 10.0,
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4.0 + wave_quicken_double * 3.0,
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9.0,
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) / 11.0;
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next.left_equip.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.left_equip.scale = Vec3::one() / 11.0;
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next.right_equip.offset =Vec3::new(-8.0 + wave_quicken_slow * 10.0, 4.0 + wave_quicken_double * 3.0, 9.0) / 11.0;
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next.right_equip.ori = Quaternion::rotation_z(-0.8) * Quaternion::rotation_x(0.0 + wave_quicken * -0.8) * Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.right_equip.offset = Vec3::new(
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-8.0 + wave_quicken_slow * 10.0,
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4.0 + wave_quicken_double * 3.0,
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9.0,
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) / 11.0;
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next.right_equip.ori = Quaternion::rotation_z(-0.8)
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* Quaternion::rotation_x(0.0 + wave_quicken * -0.8)
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* Quaternion::rotation_y(0.0 + wave_quicken * -0.4);
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next.right_equip.scale = Vec3::one() / 11.0;
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next.torso.offset = Vec3::new(0.0, -0.2, 0.1);
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next.torso.ori = Quaternion::rotation_z(wave_stop_quick * -0.2) * Quaternion::rotation_x(0.0 + wave_stop_quick * -0.2) * Quaternion::rotation_y(wave_stop_quick * 0.2);
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next.torso.ori = Quaternion::rotation_z(wave_stop_quick * -0.2)
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* Quaternion::rotation_x(0.0 + wave_stop_quick * -0.2)
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* Quaternion::rotation_y(wave_stop_quick * 0.2);
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next.torso.scale = Vec3::one() / 11.0;
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next
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}
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