veloren/common/src/states/dance.rs

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2020-05-27 06:41:55 +00:00
use super::utils::*;
use crate::{
comp::{CharacterState, StateUpdate},
sys::character_behavior::{CharacterBehavior, JoinData},
};
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_primary_wield(data, &mut update);
// Try to Fall/Stand up/Move
if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 {
update.character = CharacterState::Idle;
}
update
}
fn wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);
update
}
fn sit(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn stand(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
// Try to Fall/Stand up/Move
update.character = CharacterState::Idle;
update
}
}