veloren/common/src/sys/animation.rs

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use crate::{
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comp::{ActionState, Animation, AnimationInfo, ForceUpdate},
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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, (entities, dt, action_states, mut animation_infos): Self::SystemData) {
for (entity, a) in (&entities, &action_states).join() {
fn impossible_animation(message: &str) -> Animation {
warn!("{}", message);
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Animation::Idle
}
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let animation = match (a.on_ground, a.moving, a.attacking, a.gliding, a.rolling) {
(_, _, 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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};
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let new_time = animation_infos
.get(entity)
.filter(|i| i.animation == animation)
.map(|i| i.time + dt.0 as f64);
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animation_infos.insert(
entity,
AnimationInfo {
animation,
time: new_time.unwrap_or(0.0),
},
);
}
}
}