veloren/common/src/sys/animation.rs

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Rust
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use crate::{
comp::{
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Animation, AnimationInfo, ForceUpdate, ActionState
},
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state::DeltaTime,
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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/// This system will apply the animation that fits best to the users actions
pub struct Sys;
impl<'a> System<'a> for Sys {
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type SystemData = (
Entities<'a>,
Read<'a, DeltaTime>,
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ReadStorage<'a, ActionState>,
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WriteStorage<'a, AnimationInfo>,
);
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fn run(
&mut self,
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(
entities,
dt,
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action_states,
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mut animation_infos,
): Self::SystemData,
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) {
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for (entity, a, mut animation_info) in (
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&entities,
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&action_states,
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&mut animation_infos,
)
.join()
{
animation_info.time += dt.0 as f64;
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fn impossible_animation(message: &str) -> Animation {
warn!("{}", message);
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Animation::Idle
}
let animation = match (
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a.on_ground,
a.moving,
a.attacking,
a.gliding,
a.rolling,
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) {
(_, _, true, true, _) => impossible_animation("Attack while gliding"),
(_, _, true, _, true) => impossible_animation("Roll while attacking"),
(_, _, _, true, true) => impossible_animation("Roll while gliding"),
(_, false, _, _, true) => impossible_animation("Roll without moving"),
(_, true, false, false, true) => Animation::Roll,
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(true, false, false, false, false) => Animation::Idle,
(true, true, false, false, false) => Animation::Run,
(false, _, false, false, false) => Animation::Jump,
(_, _, false, true, false) => Animation::Gliding,
(_, _, true, false, false) => Animation::Attack,
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};
let last = animation_info.clone();
let changed = last.animation != animation;
*animation_info = AnimationInfo {
animation,
time: if changed { 0.0 } else { last.time },
changed,
};
}
}
}