Апдейт ближнего боя (#37)

* Dagger update

* Light weapons

* HandheldAxe update

* Update handheldAxe.yml

* +sickle
+dart

* two handed update

* add Link LightHammer sprite

* pipi

* . Add Weapons prototypes

* fixes
This commit is contained in:
Ed
2024-04-05 20:19:33 +03:00
committed by GitHub
parent bdfb5a72b9
commit 492176a8c3
51 changed files with 489 additions and 66 deletions

View File

@@ -18,4 +18,6 @@ public enum WeaponArcAnimation : byte
None,
Thrust,
Slash,
//CrystallPunk Melee upgrade
CPSlashLight
}

View File

@@ -14,6 +14,8 @@ public sealed partial class MeleeWeaponSystem
private const string SlashAnimationKey = "melee-slash";
private const string ThrustAnimationKey = "melee-thrust";
private const string CPSlashLightAnimationKey = "cp-melee-slash-light"; //CrystallPunk Melee upgrade
/// <summary>
/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
/// </summary>
@@ -42,6 +44,10 @@ public sealed partial class MeleeWeaponSystem
return;
}
var length = 1f; //CrystallPunk Melee upgrade
var scale = 1f; //CrystallPunk Melee upgrade
var offset = -1f; //CrystallPunk Melee upgrade
var spriteRotation = Angle.Zero;
if (arcComponent.Animation != WeaponArcAnimation.None
&& TryComp(weapon, out MeleeWeaponComponent? meleeWeaponComponent))
@@ -54,9 +60,14 @@ public sealed partial class MeleeWeaponSystem
if (meleeWeaponComponent.SwingLeft)
angle *= -1;
length = meleeWeaponComponent.CPAnimationLength; //CrystallPunk Melee upgrade
scale = meleeWeaponComponent.CPAnimationScale; //CrystallPunk Melee upgrade
offset = meleeWeaponComponent.CPAnimationOffset; //CrystallPunk Melee upgrade
}
sprite.NoRotation = true;
sprite.Rotation = localPos.ToWorldAngle();
sprite.Scale = new Vector2(scale); //CrystallPunk Melee upgrade
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
var xform = _xformQuery.GetComponent(animationUid);
@@ -84,6 +95,15 @@ public sealed partial class MeleeWeaponSystem
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
break;
//CrystallPunk MeleeUpgrade
case WeaponArcAnimation.CPSlashLight:
_animation.Play(animationUid, CPGetSlashLightAnimation(sprite, angle, spriteRotation, length, offset), CPSlashLightAnimationKey);
TransformSystem.SetParent(animationUid, xform, user, userXform);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, length * 0.5f, length + 0.15f), FadeAnimationKey);
break;
//CrystallPunk MeleeUpgrade end
}
}
@@ -184,7 +204,7 @@ public sealed partial class MeleeWeaponSystem
/// </summary>
private Animation GetLungeAnimation(Vector2 direction)
{
const float length = 0.1f;
const float length = 0.2f; // 0.1 original, CrystallPunk update
return new Animation
{
@@ -198,11 +218,58 @@ public sealed partial class MeleeWeaponSystem
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, 0f),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f), //CrystallPunk MeleeUpgrade
new AnimationTrackProperty.KeyFrame(direction.Normalized() * 0.15f, length/2), //CrystallPunk MeleeUpgrade
new AnimationTrackProperty.KeyFrame(Vector2.Zero, length)
}
}
}
};
}
//CrystallPunk MeleeUpgrade start
private Animation CPGetSlashLightAnimation(SpriteComponent sprite, Angle arc, Angle spriteRotation, float length, float offset = -1f)
{
var startRotation = sprite.Rotation + (arc * 0.5f);
var endRotation = sprite.Rotation - (arc * 0.5f);
var startRotationOffset = startRotation.RotateVec(new Vector2(0f, offset));
var endRotationOffset = endRotation.RotateVec(new Vector2(0f, offset));
startRotation += spriteRotation;
endRotation += spriteRotation;
sprite.NoRotation = true;
return new Animation()
{
Length = TimeSpan.FromSeconds(length + 0.05f),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Rotation),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,0.0f), length * 0.0f),
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,1.0f), length * 0.6f),
new AnimationTrackProperty.KeyFrame(Angle.Lerp(startRotation,endRotation,0.8f), length * 1.0f),
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startRotationOffset,endRotationOffset,0.0f), length * 0.0f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startRotationOffset,endRotationOffset,1.0f), length * 0.6f),
new AnimationTrackProperty.KeyFrame(Vector2.Lerp(startRotationOffset,endRotationOffset,0.8f), length * 1.0f),
}
},
}
};
}
//CrystallPunk MeleeUpgrade end
}