Polish melee effects (#11653)
* Polish melee effects * adjustments * Animation changes * Fix fist
This commit is contained in:
@@ -8,6 +8,9 @@ public sealed class WeaponArcVisualsComponent : Component
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{
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[ViewVariables, DataField("animation")]
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public WeaponArcAnimation Animation = WeaponArcAnimation.None;
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[ViewVariables(VVAccess.ReadWrite), DataField("fadeOut")]
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public bool Fadeout = true;
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}
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public enum WeaponArcAnimation : byte
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@@ -1,9 +1,10 @@
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using Content.Client.Weapons.Melee.Components;
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using Content.Shared.Weapons;
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using Content.Shared.Weapons.Melee;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.Utility;
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using Robust.Shared.Map;
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namespace Content.Client.Weapons.Melee;
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@@ -13,7 +14,12 @@ public sealed partial class MeleeWeaponSystem
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/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
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/// </summary>
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private const float DamageAnimationLength = 0.30f;
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private const string AnimationKey = "melee-animation";
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private const string DamageAnimationKey = "damage-effect";
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private const string FadeAnimationKey = "melee-fade";
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private const string SlashAnimationKey = "melee-slash";
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private const string ThrustAnimationKey = "melee-thrust";
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private void InitializeEffect()
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{
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@@ -54,7 +60,7 @@ public sealed partial class MeleeWeaponSystem
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(color * sprite.Color, 0f),
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new AnimationTrackProperty.KeyFrame(color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
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}
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}
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@@ -104,4 +110,175 @@ public sealed partial class MeleeWeaponSystem
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_animation.Play(player, animation, DamageAnimationKey);
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}
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}
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/// <summary>
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/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
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/// </summary>
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public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
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{
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if (!Timing.IsFirstTimePredicted)
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return;
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var lunge = GetLungeAnimation(localPos);
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// Stop any existing lunges on the user.
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_animation.Stop(user, MeleeLungeKey);
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_animation.Play(user, lunge, MeleeLungeKey);
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// Clientside entity to spawn
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if (animation != null)
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{
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if (!TryComp<TransformComponent>(user, out var userXform))
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return;
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var coords = userXform.Coordinates;
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var animationUid = Spawn(animation, coords);
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if (localPos != Vector2.Zero && TryComp<SpriteComponent>(animationUid, out var sprite))
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{
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if (TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
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{
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sprite.NoRotation = true;
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sprite.Rotation = localPos.ToWorldAngle();
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var distance = Math.Clamp(localPos.Length / 2f, 0.2f, 1f);
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switch (arcComponent.Animation)
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{
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case WeaponArcAnimation.Slash:
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_animation.Play(animationUid, GetSlashAnimation(sprite, angle), SlashAnimationKey);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
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break;
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case WeaponArcAnimation.Thrust:
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_animation.Play(animationUid, GetThrustAnimation(sprite, distance), ThrustAnimationKey);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
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break;
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case WeaponArcAnimation.None:
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var mapPos = userXform.WorldPosition;
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var xform = Transform(animationUid);
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xform.AttachToGridOrMap();
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xform.WorldPosition = mapPos + (userXform.WorldRotation - userXform.LocalRotation).RotateVec(localPos);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
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break;
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}
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}
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}
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}
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}
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private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc)
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{
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const float slashStart = 0.03f;
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const float slashEnd = 0.065f;
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const float length = slashEnd + 0.05f;
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var startRotation = sprite.Rotation - arc / 2;
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var endRotation = sprite.Rotation + arc / 2;
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sprite.NoRotation = true;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(startRotation, 0f),
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new AnimationTrackProperty.KeyFrame(startRotation, slashStart),
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new AnimationTrackProperty.KeyFrame(endRotation, slashEnd)
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}
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},
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), 0f),
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new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), slashStart),
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new AnimationTrackProperty.KeyFrame(endRotation.RotateVec(new Vector2(0f, -1f)), slashEnd)
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}
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},
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}
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};
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}
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private Animation GetThrustAnimation(SpriteComponent sprite, float distance)
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{
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const float thrustEnd = 0.05f;
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const float length = 0.15f;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance / 5f)), 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), thrustEnd),
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), length),
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}
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},
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}
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};
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}
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private Animation GetFadeAnimation(SpriteComponent sprite, float start, float end)
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{
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return new Animation
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{
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Length = TimeSpan.FromSeconds(end),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Color, start),
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), end)
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}
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}
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}
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};
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}
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/// <summary>
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/// Get the sprite offset animation to use for mob lunges.
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/// </summary>
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private Animation GetLungeAnimation(Vector2 direction)
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{
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const float length = 0.1f;
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return new Animation
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(direction.Normalized * 0.15f, 0f),
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, length)
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}
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}
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}
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};
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}
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}
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@@ -197,14 +197,13 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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target = screen.GetEntityUnderPosition(mousePos);
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}
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EntityManager.RaisePredictiveEvent(new LightAttackEvent(target, weapon.Owner, coordinates));
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RaisePredictiveEvent(new LightAttackEvent(target, weapon.Owner, coordinates));
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return;
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}
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if (weapon.Attacking)
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{
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EntityManager.RaisePredictiveEvent(new StopAttackEvent(weapon.Owner));
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RaisePredictiveEvent(new StopAttackEvent(weapon.Owner));
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}
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}
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@@ -245,189 +244,4 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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if (Exists(ev.Entity))
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DoLunge(ev.Entity, ev.Angle, ev.LocalPos, ev.Animation);
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}
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/// <summary>
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/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
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/// </summary>
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public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
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{
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if (!Timing.IsFirstTimePredicted)
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return;
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var lunge = GetLungeAnimation(localPos);
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// Stop any existing lunges on the user.
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_animation.Stop(user, MeleeLungeKey);
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_animation.Play(user, lunge, MeleeLungeKey);
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// Clientside entity to spawn
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if (animation != null)
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{
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var animationUid = Spawn(animation, new EntityCoordinates(user, Vector2.Zero));
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if (localPos != Vector2.Zero && TryComp<SpriteComponent>(animationUid, out var sprite))
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{
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sprite[0].AutoAnimated = false;
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if (TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
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{
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sprite.NoRotation = true;
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sprite.Rotation = localPos.ToWorldAngle();
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var distance = Math.Clamp(localPos.Length / 2f, 0.2f, 1f);
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switch (arcComponent.Animation)
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{
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case WeaponArcAnimation.Slash:
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_animation.Play(animationUid, GetSlashAnimation(sprite, angle), "melee-slash");
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break;
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case WeaponArcAnimation.Thrust:
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_animation.Play(animationUid, GetThrustAnimation(sprite, distance), "melee-thrust");
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break;
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case WeaponArcAnimation.None:
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sprite.Offset = localPos.Normalized * distance;
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_animation.Play(animationUid, GetStaticAnimation(sprite), "melee-fade");
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break;
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}
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}
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}
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}
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}
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private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc)
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{
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var slashStart = 0.03f;
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var slashEnd = 0.065f;
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var length = slashEnd + 0.05f;
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var startRotation = sprite.Rotation - arc / 2;
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var endRotation = sprite.Rotation + arc / 2;
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sprite.NoRotation = true;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(startRotation, 0f),
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new AnimationTrackProperty.KeyFrame(startRotation, slashStart),
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new AnimationTrackProperty.KeyFrame(endRotation, slashEnd)
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}
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},
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), 0f),
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new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), slashStart),
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new AnimationTrackProperty.KeyFrame(endRotation.RotateVec(new Vector2(0f, -1f)), slashEnd)
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}
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},
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Color, slashEnd),
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length),
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}
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}
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}
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};
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}
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private Animation GetThrustAnimation(SpriteComponent sprite, float distance)
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{
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var length = 0.15f;
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var thrustEnd = 0.05f;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance / 5f)), 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), thrustEnd),
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), length),
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}
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},
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Color, thrustEnd),
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length),
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}
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}
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}
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};
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}
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/// <summary>
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/// Get the fadeout for static weapon arcs.
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/// </summary>
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private Animation GetStaticAnimation(SpriteComponent sprite)
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{
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var length = 0.15f;
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return new()
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length)
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}
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}
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}
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};
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}
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/// <summary>
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/// Get the sprite offset animation to use for mob lunges.
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/// </summary>
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private Animation GetLungeAnimation(Vector2 direction)
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{
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var length = 0.1f;
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return new Animation
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(direction.Normalized * 0.15f, 0f),
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, length)
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}
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}
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}
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};
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}
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}
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@@ -119,7 +119,8 @@ namespace Content.Server.Zombies
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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var melee = EnsureComp<MeleeWeaponComponent>(target);
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melee.Animation = zombiecomp.AttackAnimation;
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melee.ClickAnimation = zombiecomp.AttackAnimation;
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melee.WideAnimation = zombiecomp.AttackAnimation;
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melee.Range = 0.75f;
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//We have specific stuff for humanoid zombies because they matter more
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@@ -97,7 +97,10 @@ public sealed class MeleeWeaponComponent : Component
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public Angle Angle = Angle.FromDegrees(60);
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[ViewVariables(VVAccess.ReadWrite), DataField("animation", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Animation = "WeaponArcSlash";
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public string ClickAnimation = "WeaponArcPunch";
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[ViewVariables(VVAccess.ReadWrite), DataField("wideAnimation", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string WideAnimation = "WeaponArcSlash";
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// Sounds
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@@ -8,7 +8,6 @@ using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee.Events;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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@@ -272,19 +271,23 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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weapon.NextAttack += TimeSpan.FromSeconds(1f / weapon.AttackRate);
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// Attack confirmed
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string animation;
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switch (attack)
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{
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case LightAttackEvent light:
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DoLightAttack(user, light, weapon, session);
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animation = weapon.ClickAnimation;
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break;
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case DisarmAttackEvent disarm:
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if (!DoDisarm(user, disarm, weapon, session))
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return;
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animation = weapon.ClickAnimation;
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break;
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case HeavyAttackEvent heavy:
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DoHeavyAttack(user, heavy, weapon, session);
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animation = weapon.WideAnimation;
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break;
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default:
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throw new NotImplementedException();
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@@ -293,7 +296,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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// Play a sound to give instant feedback; same with playing the animations
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Audio.PlayPredicted(weapon.SwingSound, weapon.Owner, user);
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DoLungeAnimation(user, weapon.Angle, attack.Coordinates.ToMap(EntityManager), weapon.Animation);
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DoLungeAnimation(user, weapon.Angle, attack.Coordinates.ToMap(EntityManager), weapon.Range, animation);
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weapon.Attacking = true;
|
||||
Dirty(weapon);
|
||||
}
|
||||
@@ -351,7 +354,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
return true;
|
||||
}
|
||||
|
||||
private void DoLungeAnimation(EntityUid user, Angle angle, MapCoordinates coordinates, string? animation)
|
||||
private void DoLungeAnimation(EntityUid user, Angle angle, MapCoordinates coordinates, float length, string? animation)
|
||||
{
|
||||
// TODO: Assert that offset eyes are still okay.
|
||||
if (!TryComp<TransformComponent>(user, out var userXform))
|
||||
@@ -364,6 +367,14 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
return;
|
||||
|
||||
localPos = userXform.LocalRotation.RotateVec(localPos);
|
||||
|
||||
// We'll play the effect just short visually so it doesn't look like we should be hitting but actually aren't.
|
||||
const float BufferLength = 0.2f;
|
||||
var visualLength = length - BufferLength;
|
||||
|
||||
if (localPos.Length > visualLength)
|
||||
localPos = localPos.Normalized * visualLength;
|
||||
|
||||
DoLunge(user, angle, localPos, animation);
|
||||
}
|
||||
|
||||
|
||||
@@ -11,8 +11,22 @@
|
||||
- type: EffectVisuals
|
||||
- type: WeaponArcVisuals
|
||||
|
||||
# TODO: Camera recoil (try it as a shake, i.e. zoom out and then rotate slightly maybe)
|
||||
# See https://github.com/gasgiant/Camera-Shake
|
||||
- type: entity
|
||||
# Plays the state animation then disappears with no fade or swing
|
||||
id: WeaponArcAnimated
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: Effects/arcs.rsi
|
||||
state: disarm
|
||||
netsync: false
|
||||
drawdepth: Effects
|
||||
- type: EffectVisuals
|
||||
- type: WeaponArcVisuals
|
||||
fadeOut: false
|
||||
|
||||
|
||||
# Uses TimedDespawn instead of EffectVisuals because auto animation is easier but doesn't raise an animation complete event.
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcThrust
|
||||
@@ -22,8 +36,6 @@
|
||||
- type: WeaponArcVisuals
|
||||
animation: Thrust
|
||||
|
||||
# TODO: Hold for 0.1, thrust out n distance, then fade out
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcSlash
|
||||
parent: WeaponArcStatic
|
||||
@@ -38,24 +50,36 @@
|
||||
parent: WeaponArcStatic
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: WeaponArcVisuals
|
||||
fadeOut: false
|
||||
- type: Sprite
|
||||
state: bite
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.399
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcClaw
|
||||
parent: WeaponArcStatic
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: WeaponArcVisuals
|
||||
fadeOut: false
|
||||
- type: Sprite
|
||||
state: claw
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.399
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcDisarm
|
||||
parent: WeaponArcStatic
|
||||
parent: WeaponArcAnimated
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: WeaponArcVisuals
|
||||
fadeOut: false
|
||||
- type: Sprite
|
||||
state: disarm
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.299
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcFist
|
||||
@@ -64,3 +88,39 @@
|
||||
components:
|
||||
- type: Sprite
|
||||
state: fist
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcPunch
|
||||
parent: WeaponArcStatic
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: WeaponArcVisuals
|
||||
fadeOut: false
|
||||
- type: Sprite
|
||||
state: punch
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.499
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcKick
|
||||
parent: WeaponArcStatic
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: WeaponArcVisuals
|
||||
fadeOut: false
|
||||
- type: Sprite
|
||||
state: kick
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.299
|
||||
|
||||
- type: entity
|
||||
id: WeaponArcSmash
|
||||
parent: WeaponArcStatic
|
||||
noSpawn: true
|
||||
components:
|
||||
- type: WeaponArcVisuals
|
||||
fadeOut: false
|
||||
- type: Sprite
|
||||
state: smash
|
||||
- type: TimedDespawn
|
||||
lifetime: 0.299
|
||||
|
||||
@@ -72,7 +72,7 @@
|
||||
angle: 0
|
||||
soundHit:
|
||||
collection: AlienClaw
|
||||
animation: WeaponArcClaw
|
||||
animation: WeaponArcBite
|
||||
damage:
|
||||
groups:
|
||||
Brute: 12
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
soundHit:
|
||||
path: /Audio/Weapons/pierce.ogg
|
||||
angle: 30
|
||||
animation: WeaponArcFist
|
||||
animation: WeaponArcPunch
|
||||
damage:
|
||||
types:
|
||||
Piercing: 5
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 188 B After Width: | Height: | Size: 5.0 KiB |
@@ -5,7 +5,7 @@
|
||||
"y": 32
|
||||
},
|
||||
"license": "CC-BY-SA-3.0",
|
||||
"copyright": "https://github.com/tgstation/tgstation/raw/c545428822f1ee0d402b812221518632dbe198cb/icons/effects/effects.dmi",
|
||||
"copyright": "Taken from https://github.com/tgstation/tgstation/raw/c545428822f1ee0d402b812221518632dbe198cb/icons/effects/effects.dmi with offsets modified",
|
||||
"states": [
|
||||
{
|
||||
"name": "bite",
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 202 B After Width: | Height: | Size: 4.8 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 206 B After Width: | Height: | Size: 4.8 KiB |
Reference in New Issue
Block a user