Spin attack for axe

This commit is contained in:
Samuel Keiffer 2020-07-08 19:58:41 +00:00 committed by Joshua Barretto
parent 921c8a81d6
commit fe47a14ba5
17 changed files with 428 additions and 33 deletions

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@ -40,6 +40,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Better pathfinding - Better pathfinding
- Bombs - Bombs
- Training dummy items - Training dummy items
- Added spin attack for axe
### Changed ### Changed

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assets/voxygen/element/icons/2haxe_m1.png (Stored with Git LFS)

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assets/voxygen/element/icons/skill_axespin.png (Stored with Git LFS) Normal file

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@ -20,6 +20,7 @@ pub enum CharacterAbilityType {
BasicBlock, BasicBlock,
TripleStrike(Stage), TripleStrike(Stage),
LeapMelee, LeapMelee,
SpinMelee,
} }
impl From<&CharacterState> for CharacterAbilityType { impl From<&CharacterState> for CharacterAbilityType {
@ -32,6 +33,7 @@ impl From<&CharacterState> for CharacterAbilityType {
CharacterState::BasicBlock => Self::BasicBlock, CharacterState::BasicBlock => Self::BasicBlock,
CharacterState::LeapMelee(_) => Self::LeapMelee, CharacterState::LeapMelee(_) => Self::LeapMelee,
CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage), CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage),
CharacterState::SpinMelee(_) => Self::SpinMelee,
_ => Self::BasicMelee, _ => Self::BasicMelee,
} }
} }
@ -80,6 +82,12 @@ pub enum CharacterAbility {
recover_duration: Duration, recover_duration: Duration,
base_damage: u32, base_damage: u32,
}, },
SpinMelee {
energy_cost: u32,
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
} }
impl CharacterAbility { impl CharacterAbility {
@ -117,6 +125,10 @@ impl CharacterAbility {
.energy .energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability) .try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(), .is_ok(),
CharacterAbility::SpinMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
_ => true, _ => true,
} }
} }
@ -239,6 +251,26 @@ impl From<&CharacterAbility> for CharacterState {
recover_duration: *recover_duration, recover_duration: *recover_duration,
base_damage: *base_damage, base_damage: *base_damage,
}), }),
CharacterAbility::SpinMelee {
energy_cost,
buildup_duration,
recover_duration,
base_damage,
} => CharacterState::SpinMelee(spin_melee::Data {
exhausted: false,
energy_cost: *energy_cost,
buildup_duration: *buildup_duration,
buildup_duration_default: *buildup_duration,
recover_duration: *recover_duration,
recover_duration_default: *recover_duration,
base_damage: *base_damage,
// This isn't needed for it's continuous implementation, but is left in should this
// skill be moved to the skillbar
hits_remaining: 1,
hits_remaining_default: 1, /* Should be the same value as hits_remaining, also
* this value can be removed if ability moved to
* skillbar */
}),
} }
} }
} }

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@ -64,6 +64,8 @@ pub enum CharacterState {
TripleStrike(triple_strike::Data), TripleStrike(triple_strike::Data),
/// A leap followed by a small aoe ground attack /// A leap followed by a small aoe ground attack
LeapMelee(leap_melee::Data), LeapMelee(leap_melee::Data),
/// Spin around, dealing damage to enemies surrounding you
SpinMelee(spin_melee::Data),
} }
impl CharacterState { impl CharacterState {
@ -75,7 +77,8 @@ impl CharacterState {
| CharacterState::DashMelee(_) | CharacterState::DashMelee(_)
| CharacterState::TripleStrike(_) | CharacterState::TripleStrike(_)
| CharacterState::BasicBlock | CharacterState::BasicBlock
| CharacterState::LeapMelee(_) => true, | CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_) => true,
_ => false, _ => false,
} }
} }
@ -86,7 +89,8 @@ impl CharacterState {
| CharacterState::BasicRanged(_) | CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_) | CharacterState::DashMelee(_)
| CharacterState::TripleStrike(_) | CharacterState::TripleStrike(_)
| CharacterState::LeapMelee(_) => true, | CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_) => true,
_ => false, _ => false,
} }
} }

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@ -221,13 +221,11 @@ impl Tool {
base_damage: 7, base_damage: 7,
needs_timing: true, needs_timing: true,
}, },
BasicMelee { SpinMelee {
energy_cost: 100, energy_cost: 100,
buildup_duration: Duration::from_millis(700), buildup_duration: Duration::from_millis(125),
recover_duration: Duration::from_millis(100), recover_duration: Duration::from_millis(125),
base_healthchange: -12, base_damage: 5,
range: 3.5,
max_angle: 30.0,
}, },
], ],
Hammer(_) => vec![ Hammer(_) => vec![

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@ -12,6 +12,7 @@ pub mod idle;
pub mod leap_melee; pub mod leap_melee;
pub mod roll; pub mod roll;
pub mod sit; pub mod sit;
pub mod spin_melee;
pub mod triple_strike; pub mod triple_strike;
pub mod utils; pub mod utils;
pub mod wielding; pub mod wielding;

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@ -0,0 +1,146 @@
use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
sys::character_behavior::*,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// How long until the state attacks
pub buildup_duration: Duration,
/// Allows for buildup_duration to be reset to default value
pub buildup_duration_default: Duration,
/// How long until state ends
pub recover_duration: Duration,
/// Allows for recover_duration to be reset to default value
pub recover_duration_default: Duration,
/// Base damage
pub base_damage: u32,
/// Whether the attack can deal more damage
pub exhausted: bool,
/// How many hits it can do before ending
pub hits_remaining: u32,
/// Allows for hits_remaining to be reset to default value
pub hits_remaining_default: u32,
/// Energy cost per attack
pub energy_cost: u32,
}
const MOVE_SPEED: f32 = 5.0;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
if self.buildup_duration != Duration::default() {
// Allows for moving
update.vel.0 =
Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED;
update.character = CharacterState::SpinMelee(Data {
buildup_duration: self
.buildup_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
buildup_duration_default: self.buildup_duration_default,
recover_duration: self.recover_duration,
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: self.exhausted,
hits_remaining: self.hits_remaining,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
} else if !self.exhausted {
//Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -(self.base_damage as i32),
range: 3.5,
max_angle: 360_f32.to_radians(),
applied: false,
hit_count: 0,
knockback: 0.0,
});
update.character = CharacterState::SpinMelee(Data {
buildup_duration: self.buildup_duration,
buildup_duration_default: self.buildup_duration_default,
recover_duration: self.recover_duration,
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: true,
hits_remaining: self.hits_remaining - 1,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
} else if self.recover_duration != Duration::default() {
// Allows for moving
update.vel.0 =
Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED;
update.character = CharacterState::SpinMelee(Data {
buildup_duration: self.buildup_duration,
buildup_duration_default: self.buildup_duration_default,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: self.exhausted,
hits_remaining: self.hits_remaining,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
} else if self.hits_remaining != 0 {
// Allows for one ability usage to have multiple hits
// This isn't needed for it's continuous implementation, but is left in should
// this skill be moved to the skillbar
update.character = CharacterState::SpinMelee(Data {
buildup_duration: self.buildup_duration_default,
buildup_duration_default: self.buildup_duration_default,
recover_duration: self.recover_duration_default,
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: false,
hits_remaining: self.hits_remaining,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
} else if update.energy.current() >= self.energy_cost && data.inputs.secondary.is_pressed()
{
update.character = CharacterState::SpinMelee(Data {
buildup_duration: self.buildup_duration_default,
buildup_duration_default: self.buildup_duration_default,
recover_duration: self.recover_duration_default,
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: false,
hits_remaining: self.hits_remaining_default,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
// Consumes energy if there's enough left and RMB is held down
update
.energy
.change_by(-(self.energy_cost as i32), EnergySource::Ability);
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(10, EnergySource::HitEnemy);
}
}
update
}
}

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@ -244,6 +244,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Boost(data) => data.handle_event(&j, action), CharacterState::Boost(data) => data.handle_event(&j, action),
CharacterState::DashMelee(data) => data.handle_event(&j, action), CharacterState::DashMelee(data) => data.handle_event(&j, action),
CharacterState::LeapMelee(data) => data.handle_event(&j, action), CharacterState::LeapMelee(data) => data.handle_event(&j, action),
CharacterState::SpinMelee(data) => data.handle_event(&j, action),
}; };
local_emitter.append(&mut state_update.local_events); local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events); server_emitter.append(&mut state_update.server_events);
@ -269,6 +270,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Boost(data) => data.behavior(&j), CharacterState::Boost(data) => data.behavior(&j),
CharacterState::DashMelee(data) => data.behavior(&j), CharacterState::DashMelee(data) => data.behavior(&j),
CharacterState::LeapMelee(data) => data.behavior(&j), CharacterState::LeapMelee(data) => data.behavior(&j),
CharacterState::SpinMelee(data) => data.behavior(&j),
}; };
local_emitter.append(&mut state_update.local_events); local_emitter.append(&mut state_update.local_events);

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@ -103,6 +103,7 @@ impl<'a> System<'a> for Sys {
CharacterState::BasicMelee { .. } CharacterState::BasicMelee { .. }
| CharacterState::DashMelee { .. } | CharacterState::DashMelee { .. }
| CharacterState::LeapMelee { .. } | CharacterState::LeapMelee { .. }
| CharacterState::SpinMelee { .. }
| CharacterState::TripleStrike { .. } | CharacterState::TripleStrike { .. }
| CharacterState::BasicRanged { .. } => { | CharacterState::BasicRanged { .. } => {
if energy.get_unchecked().regen_rate != 0.0 { if energy.get_unchecked().regen_rate != 0.0 {

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@ -17,6 +17,7 @@ pub mod run;
pub mod shoot; pub mod shoot;
pub mod sit; pub mod sit;
pub mod spin; pub mod spin;
pub mod spinmelee;
pub mod stand; pub mod stand;
pub mod swim; pub mod swim;
pub mod wield; pub mod wield;
@ -28,8 +29,8 @@ pub use self::{
dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation, glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
jump::JumpAnimation, leapmelee::LeapAnimation, roll::RollAnimation, run::RunAnimation, jump::JumpAnimation, leapmelee::LeapAnimation, roll::RollAnimation, run::RunAnimation,
shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
swim::SwimAnimation, wield::WieldAnimation, stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation,
}; };
use super::{Bone, FigureBoneData, Skeleton}; use super::{Bone, FigureBoneData, Skeleton};

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@ -0,0 +1,170 @@
use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
use common::comp::item::{Hands, ToolKind};
use std::f32::consts::PI;
use vek::*;
pub struct SpinMeleeAnimation;
impl Animation for SpinMeleeAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, Vec3<f32>, f64);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")]
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, velocity, _global_time): Self::Dependency,
anim_time: f64,
rate: &mut f32,
skeleton_attr: &SkeletonAttr,
) -> Self::Skeleton {
*rate = 1.0;
let lab = 1.0;
let speed = Vec2::<f32>::from(velocity).magnitude();
let mut next = (*skeleton).clone();
//torso movement
let xshift = if velocity.z.abs() < 0.1 {
((anim_time as f32 - 1.1) * lab as f32 * 3.0).sin()
} else {
0.0
};
let yshift = if velocity.z.abs() < 0.1 {
((anim_time as f32 - 1.1) * lab as f32 * 3.0 + PI / 2.0).sin()
} else {
0.0
};
let spin = if anim_time < 1.1 && velocity.z.abs() < 0.1 {
0.5 * ((anim_time as f32).powf(2.0))
} else {
lab as f32 * anim_time as f32 * 0.9
};
//feet
let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
let quick = (anim_time as f32 * lab as f32 * 8.0).sin();
if let Some(ToolKind::Axe(_)) = active_tool_kind {
next.l_hand.offset = Vec3::new(-0.5, 0.0, 4.0);
next.l_hand.ori = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(PI);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(0.5, 0.0, -2.5);
next.r_hand.ori = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(-0.0, -2.0, -1.0);
next.main.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.offset = Vec3::new(0.0, 16.0, 3.0);
next.control.ori = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.4);
next.control.scale = Vec3::one();
next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
next.head.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(-0.15)
* Quaternion::rotation_y(0.08);
next.chest.offset = Vec3::new(
0.0,
skeleton_attr.chest.0 - 3.0,
skeleton_attr.chest.1 - 2.0,
);
next.chest.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.3);
next.chest.scale = Vec3::one();
next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
next.belt.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.4)
* Quaternion::rotation_y(0.0);
next.belt.scale = Vec3::one() * 0.98;
next.shorts.offset = Vec3::new(0.0, 3.0, -2.5);
next.shorts.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.7)
* Quaternion::rotation_y(0.0);
next.shorts.scale = Vec3::one();
next.torso.offset = Vec3::new(
-xshift * (anim_time as f32).min(0.6),
-yshift * (anim_time as f32).min(0.6),
0.0,
) * skeleton_attr.scaler;
next.torso.ori = Quaternion::rotation_z(spin * -16.0)
* Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
}
if velocity.z.abs() > 0.1 {
next.l_foot.offset = Vec3::new(-skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
next.l_foot.ori = Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.0);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
next.r_foot.ori = Quaternion::rotation_x(1.0);
next.r_foot.scale = Vec3::one();
} else if speed < 0.5 {
next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
2.0 + quick * -6.0,
skeleton_attr.foot.2,
);
next.l_foot.ori =
Quaternion::rotation_x(0.5 + slowersmooth * 0.2) * Quaternion::rotation_z(0.0);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(skeleton_attr.foot.0, 4.0, skeleton_attr.foot.2);
next.r_foot.ori =
Quaternion::rotation_x(0.5 - slowersmooth * 0.2) * Quaternion::rotation_y(-0.4);
next.r_foot.scale = Vec3::one();
} else {
next.l_foot.offset = Vec3::new(
-skeleton_attr.foot.0,
2.0 + quick * -6.0,
skeleton_attr.foot.2,
);
next.l_foot.ori =
Quaternion::rotation_x(0.5 + slowersmooth * 0.2) * Quaternion::rotation_z(0.0);
next.l_foot.scale = Vec3::one();
next.r_foot.offset = Vec3::new(
skeleton_attr.foot.0,
2.0 + quick * 6.0,
skeleton_attr.foot.2,
);
next.r_foot.ori =
Quaternion::rotation_x(0.5 - slowersmooth * 0.2) * Quaternion::rotation_z(0.0);
next.r_foot.scale = Vec3::one();
};
next.lantern.offset = Vec3::new(
skeleton_attr.lantern.0,
skeleton_attr.lantern.1,
skeleton_attr.lantern.2,
);
next.lantern.ori = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.7)
* Quaternion::rotation_y(-0.8);
next.glider.offset = Vec3::new(0.0, 0.0, 10.0);
next.glider.scale = Vec3::one() * 0.0;
next.l_control.scale = Vec3::one();
next.r_control.scale = Vec3::one();
next.second.scale = match (
active_tool_kind.map(|tk| tk.into_hands()),
second_tool_kind.map(|tk| tk.into_hands()),
) {
(Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
(_, _) => Vec3::zero(),
};
next
}
}

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@ -131,7 +131,7 @@ impl Animation for WieldAnimation {
let hand_scale = 1.12; let hand_scale = 1.12;
next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.offset = Vec3::new(0.0, 0.0, 0.0);
// next.control.ori = Quaternion::rotation_x(u_slow * 0.15 + 1.0) //next.control.ori = Quaternion::rotation_x(slow * 1.0);
// * Quaternion::rotation_y(0.0) // * Quaternion::rotation_y(0.0)
// * Quaternion::rotation_z(u_slowalt * 0.08); // * Quaternion::rotation_z(u_slowalt * 0.08);
// next.control.scale = Vec3::one(); // next.control.scale = Vec3::one();
@ -172,26 +172,52 @@ impl Animation for WieldAnimation {
// next.r_control.scale = Vec3::one(); // next.r_control.scale = Vec3::one();
}, },
Some(ToolKind::Axe(_)) => { Some(ToolKind::Axe(_)) => {
next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0); if velocity < 0.5 {
next.l_hand.ori = Quaternion::rotation_x(-0.3) next.head.offset = Vec3::new(
* Quaternion::rotation_z(3.14 - 0.3) 0.0,
* Quaternion::rotation_y(-0.8); -3.5 + skeleton_attr.head.0,
skeleton_attr.head.1 + u_slow * 0.1,
);
next.head.ori = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.35 + head_look.y.abs());
next.head.scale = Vec3::one() * skeleton_attr.head_scale;
next.chest.ori = Quaternion::rotation_x(-0.35)
* Quaternion::rotation_y(u_slowalt * 0.04)
* Quaternion::rotation_z(0.15);
next.belt.offset =
Vec3::new(0.0, 1.0 + skeleton_attr.belt.0, skeleton_attr.belt.1);
next.belt.ori = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y(u_slowalt * 0.03)
* Quaternion::rotation_z(0.15);
next.shorts.offset =
Vec3::new(0.0, 1.0 + skeleton_attr.shorts.0, skeleton_attr.shorts.1);
next.shorts.ori = Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
next.control.ori = Quaternion::rotation_x(1.8)
* Quaternion::rotation_y(-0.5)
* Quaternion::rotation_z(PI - 0.2);
next.control.scale = Vec3::one();
} else {
next.control.ori = Quaternion::rotation_x(2.1)
* Quaternion::rotation_y(-0.4)
* Quaternion::rotation_z(PI - 0.2);
next.control.scale = Vec3::one();
}
next.l_hand.offset = Vec3::new(-0.5, 0.0, 4.0);
next.l_hand.ori = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.l_hand.scale = Vec3::one() * 1.08; next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0); next.r_hand.offset = Vec3::new(0.5, 0.0, -2.5);
next.r_hand.ori = Quaternion::rotation_x(-0.3) next.r_hand.ori = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(3.14 - 0.3) * Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(-0.8); * Quaternion::rotation_y(0.0);
next.r_hand.scale = Vec3::one() * 1.06; next.r_hand.scale = Vec3::one() * 1.06;
next.main.offset = Vec3::new(-6.0, 10.0, -1.0); next.main.offset = Vec3::new(-0.0, -2.0, -1.0);
next.main.ori = Quaternion::rotation_x(1.27) next.main.ori = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(-0.3) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(-0.8); * Quaternion::rotation_z(0.0);
next.control.offset = Vec3::new(0.0, 0.0, 0.0); next.control.offset = Vec3::new(-3.0, 11.0, 3.0);
next.control.ori = Quaternion::rotation_x(u_slowalt * 0.1 + 0.2)
* Quaternion::rotation_y(-0.3)
* Quaternion::rotation_z(u_slow * 0.1 + 0.0);
next.control.scale = Vec3::one();
}, },
Some(ToolKind::Hammer(_)) => { Some(ToolKind::Hammer(_)) => {
next.l_hand.offset = Vec3::new(-12.0, 0.0, 0.0); next.l_hand.offset = Vec3::new(-12.0, 0.0, 0.0);

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@ -117,6 +117,7 @@ image_ids! {
flyingrod_m2: "voxygen.element.icons.debug_wand_m2", flyingrod_m2: "voxygen.element.icons.debug_wand_m2",
charge: "voxygen.element.icons.skill_charge_3", charge: "voxygen.element.icons.skill_charge_3",
hammerleap: "voxygen.element.icons.skill_hammerleap", hammerleap: "voxygen.element.icons.skill_hammerleap",
axespin: "voxygen.element.icons.skill_axespin",
// Skillbar // Skillbar
level_up: "voxygen.element.misc_bg.level_up", level_up: "voxygen.element.misc_bg.level_up",

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@ -708,7 +708,7 @@ impl<'a> Widget for Skillbar<'a> {
Some(ToolKind::Dagger(_)) => self.imgs.onehdagger_m2, Some(ToolKind::Dagger(_)) => self.imgs.onehdagger_m2,
Some(ToolKind::Shield(_)) => self.imgs.onehshield_m2, Some(ToolKind::Shield(_)) => self.imgs.onehshield_m2,
Some(ToolKind::Hammer(_)) => self.imgs.hammerleap, Some(ToolKind::Hammer(_)) => self.imgs.hammerleap,
Some(ToolKind::Axe(_)) => self.imgs.nothing, Some(ToolKind::Axe(_)) => self.imgs.axespin,
Some(ToolKind::Bow(_)) => self.imgs.bow_m2, Some(ToolKind::Bow(_)) => self.imgs.bow_m2,
Some(ToolKind::Staff(StaffKind::Sceptre)) => self.imgs.heal_0, Some(ToolKind::Staff(StaffKind::Sceptre)) => self.imgs.heal_0,
Some(ToolKind::Staff(_)) => self.imgs.staff_m2, Some(ToolKind::Staff(_)) => self.imgs.staff_m2,

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@ -708,6 +708,15 @@ impl FigureMgr {
skeleton_attr, skeleton_attr,
) )
}, },
CharacterState::SpinMelee(_) => {
anim::character::SpinMeleeAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::TripleStrike(s) => match s.stage { CharacterState::TripleStrike(s) => match s.stage {
triple_strike::Stage::First => { triple_strike::Stage::First => {
anim::character::AlphaAnimation::update_skeleton( anim::character::AlphaAnimation::update_skeleton(