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Spin attack for axe
This commit is contained in:
parent
921c8a81d6
commit
fe47a14ba5
@ -40,6 +40,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Better pathfinding
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- Bombs
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- Training dummy items
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- Added spin attack for axe
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### Changed
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BIN
assets/voxygen/element/icons/2haxe_m1.png
(Stored with Git LFS)
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assets/voxygen/element/icons/2haxe_m1.png
(Stored with Git LFS)
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BIN
assets/voxygen/element/icons/skill_axespin.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/icons/skill_axespin.png
(Stored with Git LFS)
Normal file
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assets/voxygen/voxel/weapon/axe/rusty_2h.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/weapon/axe/rusty_2h.vox
(Stored with Git LFS)
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@ -20,6 +20,7 @@ pub enum CharacterAbilityType {
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BasicBlock,
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TripleStrike(Stage),
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LeapMelee,
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SpinMelee,
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}
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impl From<&CharacterState> for CharacterAbilityType {
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@ -32,6 +33,7 @@ impl From<&CharacterState> for CharacterAbilityType {
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CharacterState::BasicBlock => Self::BasicBlock,
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CharacterState::LeapMelee(_) => Self::LeapMelee,
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CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage),
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CharacterState::SpinMelee(_) => Self::SpinMelee,
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_ => Self::BasicMelee,
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}
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}
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@ -80,6 +82,12 @@ pub enum CharacterAbility {
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recover_duration: Duration,
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base_damage: u32,
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},
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SpinMelee {
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energy_cost: u32,
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buildup_duration: Duration,
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recover_duration: Duration,
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base_damage: u32,
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},
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}
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impl CharacterAbility {
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@ -117,6 +125,10 @@ impl CharacterAbility {
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
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CharacterAbility::SpinMelee { energy_cost, .. } => update
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
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_ => true,
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}
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}
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@ -239,6 +251,26 @@ impl From<&CharacterAbility> for CharacterState {
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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}),
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CharacterAbility::SpinMelee {
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energy_cost,
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buildup_duration,
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recover_duration,
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base_damage,
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} => CharacterState::SpinMelee(spin_melee::Data {
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exhausted: false,
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energy_cost: *energy_cost,
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buildup_duration: *buildup_duration,
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buildup_duration_default: *buildup_duration,
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recover_duration: *recover_duration,
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recover_duration_default: *recover_duration,
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base_damage: *base_damage,
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// This isn't needed for it's continuous implementation, but is left in should this
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// skill be moved to the skillbar
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hits_remaining: 1,
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hits_remaining_default: 1, /* Should be the same value as hits_remaining, also
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* this value can be removed if ability moved to
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* skillbar */
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}),
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}
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}
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}
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@ -64,6 +64,8 @@ pub enum CharacterState {
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TripleStrike(triple_strike::Data),
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/// A leap followed by a small aoe ground attack
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LeapMelee(leap_melee::Data),
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/// Spin around, dealing damage to enemies surrounding you
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SpinMelee(spin_melee::Data),
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}
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impl CharacterState {
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@ -75,7 +77,8 @@ impl CharacterState {
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| CharacterState::DashMelee(_)
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| CharacterState::TripleStrike(_)
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| CharacterState::BasicBlock
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| CharacterState::LeapMelee(_) => true,
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| CharacterState::LeapMelee(_)
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| CharacterState::SpinMelee(_) => true,
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_ => false,
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}
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}
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@ -86,7 +89,8 @@ impl CharacterState {
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| CharacterState::BasicRanged(_)
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| CharacterState::DashMelee(_)
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| CharacterState::TripleStrike(_)
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| CharacterState::LeapMelee(_) => true,
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| CharacterState::LeapMelee(_)
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| CharacterState::SpinMelee(_) => true,
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_ => false,
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}
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}
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@ -221,13 +221,11 @@ impl Tool {
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base_damage: 7,
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needs_timing: true,
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},
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BasicMelee {
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SpinMelee {
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energy_cost: 100,
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(100),
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base_healthchange: -12,
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range: 3.5,
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max_angle: 30.0,
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buildup_duration: Duration::from_millis(125),
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recover_duration: Duration::from_millis(125),
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base_damage: 5,
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},
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],
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Hammer(_) => vec![
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@ -12,6 +12,7 @@ pub mod idle;
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pub mod leap_melee;
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pub mod roll;
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pub mod sit;
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pub mod spin_melee;
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pub mod triple_strike;
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pub mod utils;
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pub mod wielding;
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146
common/src/states/spin_melee.rs
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146
common/src/states/spin_melee.rs
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@ -0,0 +1,146 @@
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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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sys::character_behavior::*,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::Vec3;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data {
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/// How long until the state attacks
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pub buildup_duration: Duration,
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/// Allows for buildup_duration to be reset to default value
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pub buildup_duration_default: Duration,
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/// How long until state ends
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pub recover_duration: Duration,
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/// Allows for recover_duration to be reset to default value
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pub recover_duration_default: Duration,
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/// Base damage
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pub base_damage: u32,
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/// Whether the attack can deal more damage
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pub exhausted: bool,
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/// How many hits it can do before ending
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pub hits_remaining: u32,
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/// Allows for hits_remaining to be reset to default value
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pub hits_remaining_default: u32,
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/// Energy cost per attack
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pub energy_cost: u32,
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}
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const MOVE_SPEED: f32 = 5.0;
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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if self.buildup_duration != Duration::default() {
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// Allows for moving
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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) * MOVE_SPEED;
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: self.exhausted,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if !self.exhausted {
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//Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -(self.base_damage as i32),
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range: 3.5,
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max_angle: 360_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 0.0,
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});
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: true,
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hits_remaining: self.hits_remaining - 1,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if self.recover_duration != Duration::default() {
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// Allows for moving
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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) * MOVE_SPEED;
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: self.exhausted,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if self.hits_remaining != 0 {
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// Allows for one ability usage to have multiple hits
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// This isn't needed for it's continuous implementation, but is left in should
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// this skill be moved to the skillbar
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration_default,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration_default,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: false,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if update.energy.current() >= self.energy_cost && data.inputs.secondary.is_pressed()
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{
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration_default,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration_default,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: false,
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hits_remaining: self.hits_remaining_default,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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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.energy_cost as i32), EnergySource::Ability);
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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}
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// Grant energy on successful hit
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if let Some(attack) = data.attacking {
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if attack.applied && attack.hit_count > 0 {
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data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(10, EnergySource::HitEnemy);
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}
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}
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update
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}
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}
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@ -244,6 +244,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::Boost(data) => data.handle_event(&j, action),
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CharacterState::DashMelee(data) => data.handle_event(&j, action),
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CharacterState::LeapMelee(data) => data.handle_event(&j, action),
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CharacterState::SpinMelee(data) => data.handle_event(&j, action),
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};
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local_emitter.append(&mut state_update.local_events);
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server_emitter.append(&mut state_update.server_events);
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@ -269,6 +270,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::Boost(data) => data.behavior(&j),
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CharacterState::DashMelee(data) => data.behavior(&j),
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CharacterState::LeapMelee(data) => data.behavior(&j),
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CharacterState::SpinMelee(data) => data.behavior(&j),
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};
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local_emitter.append(&mut state_update.local_events);
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@ -103,6 +103,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::BasicMelee { .. }
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| CharacterState::DashMelee { .. }
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| CharacterState::LeapMelee { .. }
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| CharacterState::SpinMelee { .. }
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| CharacterState::TripleStrike { .. }
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| CharacterState::BasicRanged { .. } => {
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if energy.get_unchecked().regen_rate != 0.0 {
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@ -17,6 +17,7 @@ pub mod run;
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pub mod shoot;
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pub mod sit;
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pub mod spin;
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pub mod spinmelee;
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pub mod stand;
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pub mod swim;
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pub mod wield;
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@ -28,8 +29,8 @@ pub use self::{
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dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation,
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glidewield::GlideWieldAnimation, gliding::GlidingAnimation, idle::IdleAnimation,
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jump::JumpAnimation, leapmelee::LeapAnimation, roll::RollAnimation, run::RunAnimation,
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shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation,
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swim::SwimAnimation, wield::WieldAnimation,
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shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, spinmelee::SpinMeleeAnimation,
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stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation,
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};
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use super::{Bone, FigureBoneData, Skeleton};
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|
170
voxygen/src/anim/src/character/spinmelee.rs
Normal file
170
voxygen/src/anim/src/character/spinmelee.rs
Normal file
@ -0,0 +1,170 @@
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use super::{super::Animation, CharacterSkeleton, SkeletonAttr};
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use common::comp::item::{Hands, ToolKind};
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use std::f32::consts::PI;
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use vek::*;
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pub struct SpinMeleeAnimation;
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impl Animation for SpinMeleeAnimation {
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type Dependency = (Option<ToolKind>, Option<ToolKind>, Vec3<f32>, f64);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_spinmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_spinmelee")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(active_tool_kind, second_tool_kind, velocity, _global_time): Self::Dependency,
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anim_time: f64,
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rate: &mut f32,
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skeleton_attr: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let lab = 1.0;
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let speed = Vec2::<f32>::from(velocity).magnitude();
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let mut next = (*skeleton).clone();
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//torso movement
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let xshift = if velocity.z.abs() < 0.1 {
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((anim_time as f32 - 1.1) * lab as f32 * 3.0).sin()
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} else {
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0.0
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};
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let yshift = if velocity.z.abs() < 0.1 {
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((anim_time as f32 - 1.1) * lab as f32 * 3.0 + PI / 2.0).sin()
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} else {
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0.0
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};
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let spin = if anim_time < 1.1 && velocity.z.abs() < 0.1 {
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0.5 * ((anim_time as f32).powf(2.0))
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} else {
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lab as f32 * anim_time as f32 * 0.9
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};
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//feet
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let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
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let quick = (anim_time as f32 * lab as f32 * 8.0).sin();
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if let Some(ToolKind::Axe(_)) = active_tool_kind {
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next.l_hand.offset = Vec3::new(-0.5, 0.0, 4.0);
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next.l_hand.ori = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(PI);
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next.l_hand.scale = Vec3::one() * 1.08;
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next.r_hand.offset = Vec3::new(0.5, 0.0, -2.5);
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next.r_hand.ori = Quaternion::rotation_x(PI / 2.0)
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* Quaternion::rotation_z(0.0)
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* Quaternion::rotation_y(0.0);
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next.r_hand.scale = Vec3::one() * 1.06;
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next.main.offset = Vec3::new(-0.0, -2.0, -1.0);
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next.main.ori = Quaternion::rotation_x(0.0)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(0.0);
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next.control.offset = Vec3::new(0.0, 16.0, 3.0);
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next.control.ori = Quaternion::rotation_x(-1.4)
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* Quaternion::rotation_y(0.0)
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* Quaternion::rotation_z(1.4);
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next.control.scale = Vec3::one();
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next.head.offset = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
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next.head.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(-0.15)
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* Quaternion::rotation_y(0.08);
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next.chest.offset = Vec3::new(
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0.0,
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skeleton_attr.chest.0 - 3.0,
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skeleton_attr.chest.1 - 2.0,
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);
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next.chest.ori = Quaternion::rotation_z(0.0)
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* Quaternion::rotation_x(-0.1)
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* Quaternion::rotation_y(0.3);
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next.chest.scale = Vec3::one();
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next.belt.offset = Vec3::new(0.0, 1.0, -1.0);
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next.belt.ori = Quaternion::rotation_z(0.0)
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* 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
|
||||
}
|
||||
}
|
@ -131,7 +131,7 @@ impl Animation for WieldAnimation {
|
||||
let hand_scale = 1.12;
|
||||
|
||||
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_z(u_slowalt * 0.08);
|
||||
// next.control.scale = Vec3::one();
|
||||
@ -172,26 +172,52 @@ impl Animation for WieldAnimation {
|
||||
// next.r_control.scale = Vec3::one();
|
||||
},
|
||||
Some(ToolKind::Axe(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-4.0, 3.0, 6.0);
|
||||
next.l_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_z(3.14 - 0.3)
|
||||
* Quaternion::rotation_y(-0.8);
|
||||
next.l_hand.scale = Vec3::one() * 1.08;
|
||||
next.r_hand.offset = Vec3::new(-2.5, 9.0, 4.0);
|
||||
next.r_hand.ori = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_z(3.14 - 0.3)
|
||||
* Quaternion::rotation_y(-0.8);
|
||||
next.r_hand.scale = Vec3::one() * 1.06;
|
||||
next.main.offset = Vec3::new(-6.0, 10.0, -1.0);
|
||||
next.main.ori = Quaternion::rotation_x(1.27)
|
||||
* Quaternion::rotation_y(-0.3)
|
||||
* Quaternion::rotation_z(-0.8);
|
||||
|
||||
next.control.offset = Vec3::new(0.0, 0.0, 0.0);
|
||||
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);
|
||||
if velocity < 0.5 {
|
||||
next.head.offset = Vec3::new(
|
||||
0.0,
|
||||
-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.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(-3.0, 11.0, 3.0);
|
||||
},
|
||||
Some(ToolKind::Hammer(_)) => {
|
||||
next.l_hand.offset = Vec3::new(-12.0, 0.0, 0.0);
|
||||
|
@ -117,6 +117,7 @@ image_ids! {
|
||||
flyingrod_m2: "voxygen.element.icons.debug_wand_m2",
|
||||
charge: "voxygen.element.icons.skill_charge_3",
|
||||
hammerleap: "voxygen.element.icons.skill_hammerleap",
|
||||
axespin: "voxygen.element.icons.skill_axespin",
|
||||
|
||||
// Skillbar
|
||||
level_up: "voxygen.element.misc_bg.level_up",
|
||||
|
@ -708,7 +708,7 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
Some(ToolKind::Dagger(_)) => self.imgs.onehdagger_m2,
|
||||
Some(ToolKind::Shield(_)) => self.imgs.onehshield_m2,
|
||||
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::Staff(StaffKind::Sceptre)) => self.imgs.heal_0,
|
||||
Some(ToolKind::Staff(_)) => self.imgs.staff_m2,
|
||||
|
@ -708,6 +708,15 @@ impl FigureMgr {
|
||||
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 {
|
||||
triple_strike::Stage::First => {
|
||||
anim::character::AlphaAnimation::update_skeleton(
|
||||
|
Loading…
Reference in New Issue
Block a user