2020-06-16 21:32:39 +00:00
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use super::utils::*;
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use crate::{
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comp::{CharacterState, StateUpdate},
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
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pub struct Data;
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(&data, &mut update, 1.0);
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handle_jump(&data, &mut update);
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2020-07-21 01:37:13 +00:00
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handle_dodge_input(data, &mut update);
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handle_wield(data, &mut update);
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2020-06-16 21:32:39 +00:00
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// If not on the ground while wielding glider enter gliding state
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if !data.physics.on_ground && !data.physics.in_fluid {
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update.character = CharacterState::Glide;
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}
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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}
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