parent
d494434458
commit
aad63f460b
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@ -94,6 +94,10 @@ public sealed partial class MeleeWeaponSystem
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}
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}
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/// <summary>
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/// Makes the sprite move in a slash motion around the player.
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/// For example for wide swing animations.
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/// </summary>
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private Animation GetSlashAnimation(Entity<SpriteComponent> sprite, Angle arc, Angle spriteRotation, float length, float offset)
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{
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var startRotation = sprite.Comp.Rotation + (arc * 0.5f);
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@ -105,7 +109,6 @@ public sealed partial class MeleeWeaponSystem
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startRotation += spriteRotation;
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endRotation += spriteRotation;
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sprite.Comp.NoRotation = true;
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return new Animation()
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{
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@ -141,6 +144,10 @@ public sealed partial class MeleeWeaponSystem
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};
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}
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/// <summary>
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/// Makes the sprite move in a thrust motion from the player towards the target, then slightly pulls back.
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/// For example for spears.
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/// </summary>
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private Animation GetThrustAnimation(Entity<SpriteComponent> sprite, float offset, Angle spriteRotation, float length)
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{
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var startOffset = sprite.Comp.Rotation.RotateVec(new Vector2(0f, 0f));
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@ -170,6 +177,10 @@ public sealed partial class MeleeWeaponSystem
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};
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}
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/// <summary>
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/// Makes the sprite slowly fade by gradually reducing its alpha value.
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/// Used at the end of attack animations so that the weapon sprite does not abruptly disappears.
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/// </summary>
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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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@ -193,6 +204,7 @@ public sealed partial class MeleeWeaponSystem
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/// <summary>
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/// Get the sprite offset animation to use for mob lunges.
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/// This is applied to the attacker to show who is attacking.
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/// </summary>
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private Animation GetLungeAnimation(Vector2 direction)
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{
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@ -230,7 +242,7 @@ public sealed partial class MeleeWeaponSystem
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if (arcComponent.User == null || EntityManager.Deleted(arcComponent.User))
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continue;
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Vector2 targetPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
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var targetPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
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if (arcComponent.Offset != Vector2.Zero)
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{
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