Update controller

This commit is contained in:
Adam Whitehurst
2019-12-09 14:45:10 +00:00
committed by Acrimon
parent 47b480eac6
commit 20575e0aab
5 changed files with 61 additions and 43 deletions

View File

@ -329,20 +329,17 @@ impl<'a> System<'a> for Sys {
continue;
}
inputs.update_look_dir();
inputs.update_move_dir();
match (character.action, character.movement) {
// Jumping, one frame state that calls jump server event
(_, Jump) => {
inputs.update_look_dir();
inputs.update_move_dir();
character.movement = get_state_from_move_dir(&inputs.move_dir);
character.movement = Fall;
local_emitter.emit(LocalEvent::Jump(entity));
}
// Charging + Any Movement, prioritizes finishing charge
// over movement states
(Charge { time_left }, _) => {
println!("{:?}", character);
inputs.update_move_dir();
if time_left == Duration::default() || vel.0.magnitude_squared() < 10.0 {
character.action = try_wield(stats);
@ -367,22 +364,35 @@ impl<'a> System<'a> for Sys {
}
// Rolling + Any Movement, prioritizes finishing charge
// over movement states
(Roll { time_left }, _) => {
(
Roll {
time_left,
was_wielding,
},
_,
) => {
if time_left == Duration::default() {
character.action = try_wield(stats);
if was_wielding {
character.action = try_wield(stats);
} else {
character.action = Idle;
}
} else {
character.action = Roll {
time_left: time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default(),
was_wielding,
}
}
}
// Any Action + Falling
(action_state, Fall) => {
inputs.update_move_dir();
inputs.update_look_dir();
character.movement = get_state_from_move_dir(&inputs.move_dir);
// character.movement = get_state_from_move_dir(&inputs.move_dir);
if inputs.glide.is_pressed() && !inputs.glide.is_held_down() {
character.movement = Glide;
continue;
}
// Reset to Falling while not standing on ground,
// otherwise keep the state given above
if !physics.on_ground {
@ -391,9 +401,8 @@ impl<'a> System<'a> for Sys {
} else {
character.movement = Fall;
}
}
if inputs.glide.is_pressed() && !inputs.glide.is_held_down() {
character.movement = Glide;
} else {
character.movement = Stand;
continue;
}
@ -420,8 +429,6 @@ impl<'a> System<'a> for Sys {
}
// Any Action + Swimming
(_action_state, Swim) => {
inputs.update_move_dir();
inputs.update_look_dir();
character.movement = get_state_from_move_dir(&inputs.move_dir);
if !physics.on_ground && physics.in_fluid {
@ -451,7 +458,6 @@ impl<'a> System<'a> for Sys {
}
// Blocking, restricted look_dir compared to other states
(Block { .. }, Stand) | (Block { .. }, Run) => {
inputs.update_move_dir();
character.movement = get_state_from_move_dir(&inputs.move_dir);
if !inputs.secondary.is_pressed() {
@ -474,8 +480,6 @@ impl<'a> System<'a> for Sys {
}
// Standing and Running states, typical states :shrug:
(action_state, Run) | (action_state, Stand) => {
inputs.update_move_dir();
inputs.update_look_dir();
character.movement = get_state_from_move_dir(&inputs.move_dir);
// Try to sit
if inputs.sit.is_pressed() && physics.on_ground && body.is_humanoid() {
@ -522,6 +526,7 @@ impl<'a> System<'a> for Sys {
{
character.action = Roll {
time_left: ROLL_DURATION,
was_wielding: character.action.is_wield(),
};
continue;
}
@ -552,6 +557,7 @@ impl<'a> System<'a> for Sys {
}
Idle => {
character.action = try_wield(stats);
continue;
}
Charge { .. } | Roll { .. } | Block { .. } => {}
}
@ -579,8 +585,8 @@ impl<'a> System<'a> for Sys {
}
}
// Sitting
(Idle, Sit) => {
inputs.update_move_dir();
(_, Sit) => {
character.action = Idle;
character.movement = get_state_from_move_dir(&inputs.move_dir);
// character.movement will be Stand after updating when
@ -601,9 +607,6 @@ impl<'a> System<'a> for Sys {
(_, Glide) => {
character.action = Idle;
inputs.update_look_dir();
inputs.update_move_dir();
if !inputs.glide.is_pressed() {
character.movement = Fall;
} else if let Some(_wall_dir) = physics.on_wall {
@ -617,22 +620,23 @@ impl<'a> System<'a> for Sys {
// Any Action + Climbing, shouldnt care about action,
// because should be Idle
(_, Climb) => {
character.action = Idle;
if let None = physics.on_wall {
if physics.on_ground {
character.movement = Stand;
} else if inputs.jump.is_pressed() && !inputs.jump.is_held_down() {
if inputs.jump.is_pressed() {
character.movement = Jump;
} else {
character.movement = Fall;
}
}
}
// In case of adding new states
(_, _) => {
println!("UNKNOWN STATE");
character.action = Idle;
character.movement = Fall;
}
if physics.on_ground {
character.movement = Stand;
}
} // In case of adding new states
// (_, _) => {
// println!("UNKNOWN STATE");
// character.action = Idle;
// character.movement = Fall;
// }
};
// Process other controller events