veloren/common/src/states/equipping.rs

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use super::utils::*;
use crate::{
comp::{CharacterState, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// Time required to draw weapon
pub buildup_duration: Duration,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
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}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
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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if self.timer < self.static_data.buildup_duration {
// Draw weapon
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update.character = CharacterState::Equipping(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
} else {
// Done
update.character = CharacterState::Wielding;
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}
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update
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}
}