improvement: support 3D positionning for gfx
This commit is contained in:
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8bb5501a0b
commit
47301e3bb3
7 changed files with 11 additions and 11 deletions
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@ -15,7 +15,7 @@ return {
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choregraphy = { -- the main attack choregraphy
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choregraphy = { -- the main attack choregraphy
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{"goTo3D", "none", "target", -0.4, 0, 0, 0.5, true},
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{"goTo3D", "none", "target", -0.4, 0, 0, 0.5, true},
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{"sendDamage", "none", 120, "basic", "none", false},
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{"sendDamage", "none", 120, "basic", "none", false},
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{'addGFX', "sentDamage", 'hitGFX', "target", -0.4, 0, true, false},
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{'addGFX', "sentDamage", 'hitGFX', "target", -0.4, 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'jumpBack', "none", 4, 8, true},
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{'jumpBack', "none", 4, 8, true},
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{"wait", "none", 0.1},
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{"wait", "none", 0.1},
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@ -21,7 +21,7 @@ return {
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{'playSFX', "none", 'spinrelease'},
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{'playSFX', "none", 'spinrelease'},
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{"waitFor", "none", "actionFinished:playerMove"},
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{"waitFor", "none", "actionFinished:playerMove"},
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{"sendDamage", "none", 100, "basic", "none", false},
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{"sendDamage", "none", 100, "basic", "none", false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, true, false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'jumpBack', "none", 4, 8, true},
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{'jumpBack', "none", 4, 8, true},
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{"wait", "none", 0.1},
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{"wait", "none", 0.1},
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@ -23,21 +23,21 @@ return {
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{'playSFX', "none", 'hit'},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit1start', true},
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{'setAnimation', "none", 'hit1start', true},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit1end', true},
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{'setAnimation', "none", 'hit1end', true},
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{'playSFX', "none", 'hit'},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit2start', true},
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{'setAnimation', "none", 'hit2start', true},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit2end', true},
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{'setAnimation', "none", 'hit2end', true},
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{'playSFX', "none", 'hit'},
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{'playSFX', "none", 'hit'},
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{'setAnimation', "none", 'hit3start', true},
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{'setAnimation', "none", 'hit3start', true},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'sendDamage', "none", 40, "basic", "none", false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, true, false},
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{'addGFX',"sentDamage", 'hitGFX', "actor", 0.75, 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'setAnimation', "none", 'hit3end', true},
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{'setAnimation', "none", 'hit3end', true},
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{'setAnimation', "none", 'idle', false},
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{'setAnimation', "none", 'idle', false},
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@ -46,7 +46,7 @@ return {
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{"setAnimation", "qteSuccess:1", "upper", false},
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{"setAnimation", "qteSuccess:1", "upper", false},
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{"waitFor", "qteSuccess:1", "haveFrameSignal:hitconnect"},
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{"waitFor", "qteSuccess:1", "haveFrameSignal:hitconnect"},
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{'sendDamage', "qteSuccess:1", 75, "basic", "none", false},
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{'sendDamage', "qteSuccess:1", 75, "basic", "none", false},
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{'addGFX', {"qteSuccess:1", "sentDamage"}, 'hitGFX', "actor", 0.75, 0, true, false},
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{'addGFX', {"qteSuccess:1", "sentDamage"}, 'hitGFX', "actor", 0.75, 0, 0, true, false},
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{'playSFX', {"qteSuccess:1", "sentDamage"}, 'hitconnect'},
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{'playSFX', {"qteSuccess:1", "sentDamage"}, 'hitconnect'},
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{'wait', "none", 0.2},
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{'wait', "none", 0.2},
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@ -26,7 +26,7 @@ return {
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{'playSFX', "none", 'spinrelease'},
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{'playSFX', "none", 'spinrelease'},
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{"waitFor", "none", "actionFinished:dashToEnnemy"},
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{"waitFor", "none", "actionFinished:dashToEnnemy"},
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{"sendDamage", "none", 30, "aerial", "none", false},
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{"sendDamage", "none", 30, "aerial", "none", false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, true, false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, 4, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'playSFX', "sentDamage", 'hitconnect'},
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{"taggedAction", "jumpingHero", {'jumpBack', "none", 5.5, 5.5, false}},
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{"taggedAction", "jumpingHero", {'jumpBack', "none", 5.5, 5.5, false}},
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{"wait", "none", 0.1},
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{"wait", "none", 0.1},
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@ -15,7 +15,7 @@ return {
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{'playSFX', "none", 'spinrelease'},
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{'playSFX', "none", 'spinrelease'},
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{"goTo", "none", "target", 0, 0, 0.3, true},
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{"goTo", "none", "target", 0, 0, 0.3, true},
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{"sendDamage", "none", 120, "basic", "none", false},
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{"sendDamage", "none", 120, "basic", "none", false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, true, false},
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{'addGFX', "sentDamage", 'hitGFX', "target", 0, 0, 0, true, false},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'playSFX', "sentDamage", 'hitconnect'},
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{'jumpBack', "none", 4, 8, true},
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{'jumpBack', "none", 4, 8, true},
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{"wait", "none", 0.1},
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{"wait", "none", 0.1},
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@ -2,7 +2,7 @@ return {
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headings = {"name", "condition"},
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headings = {"name", "condition"},
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argumentLists = {
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argumentLists = {
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["wait"] = {"duration"},
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["wait"] = {"duration"},
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["addGFX"] = {'sprite', "origin", "x", "y", "affectedByDirection", 'blockProcess'},
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["addGFX"] = {'sprite', "origin", "x", "y", "z", "affectedByDirection", 'blockProcess'},
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["playSFX"] = {"sfx"},
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["playSFX"] = {"sfx"},
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["sendDamage"] = {"power", "type", "element", "isSpecial"},
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["sendDamage"] = {"power", "type", "element", "isSpecial"},
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["goTo"] = {"origin", "x", "y", "duration", "blockProcess"},
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["goTo"] = {"origin", "x", "y", "duration", "blockProcess"},
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@ -6,9 +6,9 @@ function StepGFX:new(controller, args)
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end
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end
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function StepGFX:start()
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function StepGFX:start()
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local x, y = self:getStepCoordinate()
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local x, y, z = self:getStepCoordinate()
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self.choregraphy.world.obj.GFX(self.choregraphy.world, x, y, 0, self.arguments.sprite, self, self.arguments.blockProcess, self.tag)
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self.choregraphy.world.obj.GFX(self.choregraphy.world, x, y, z, self.arguments.sprite, self, self.arguments.blockProcess, self.tag)
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if (not self.arguments.blockProcess) then
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if (not self.arguments.blockProcess) then
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self:finish()
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self:finish()
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