2019-12-26 18:01:19 +00:00
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use crate::comp::{
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ActionState::*, EcsCharacterState, EcsStateUpdate, FallHandler, JumpHandler, MoveState::*,
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RunHandler, StandHandler, StateHandle, SwimHandler,
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2019-12-26 14:43:59 +00:00
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};
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct SitHandler;
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impl StateHandle for SitHandler {
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2019-12-26 18:01:19 +00:00
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fn handle(&self, ecs_data: &EcsCharacterState) -> EcsStateUpdate {
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let mut update = EcsStateUpdate {
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2019-12-26 14:43:59 +00:00
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character: *ecs_data.character,
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pos: *ecs_data.pos,
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vel: *ecs_data.vel,
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ori: *ecs_data.ori,
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};
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2019-12-26 18:01:19 +00:00
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// Prevent action state handling
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update.character.action_disabled = true;
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update.character.action_state = Idle;
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update.character.move_state = Sit(SitHandler);
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2019-12-26 14:43:59 +00:00
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// Falling
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// Idk, maybe the ground disappears,
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// suddenly maybe a water spell appears.
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// Can't hurt to be safe :shrug:
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if !ecs_data.physics.on_ground {
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if ecs_data.physics.in_fluid {
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2019-12-26 18:01:19 +00:00
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update.character.move_state = Swim(SwimHandler);
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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update.character.action_disabled = false;
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2019-12-26 14:43:59 +00:00
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return update;
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} else {
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2019-12-26 18:01:19 +00:00
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update.character.move_state = Fall(FallHandler);
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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update.character.action_disabled = false;
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2019-12-26 14:43:59 +00:00
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return update;
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}
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}
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// Jumping
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if ecs_data.inputs.jump.is_pressed() {
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2019-12-26 18:01:19 +00:00
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update.character.move_state = Jump(JumpHandler);
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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update.character.action_disabled = false;
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2019-12-26 14:43:59 +00:00
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return update;
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}
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// Moving
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if ecs_data.inputs.move_dir.magnitude_squared() > 0.0 {
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2019-12-26 18:01:19 +00:00
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update.character.move_state = Run(RunHandler);
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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update.character.action_disabled = false;
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2019-12-26 14:43:59 +00:00
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return update;
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}
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// Standing back up (unsitting)
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if ecs_data.inputs.sit.is_just_pressed() {
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2019-12-26 18:01:19 +00:00
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update.character.move_state = Stand(StandHandler);
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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update.character.action_disabled = false;
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2019-12-26 14:43:59 +00:00
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return update;
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}
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2019-12-26 18:01:19 +00:00
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// No move has occurred, keep sitting
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2019-12-26 14:43:59 +00:00
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return update;
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}
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}
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