Fix characterstate in movement.rs, not phys.rs

This commit is contained in:
timokoesters 2019-08-24 10:56:28 +02:00
parent 808467c616
commit 799c73d43a
No known key found for this signature in database
GPG Key ID: CD80BE9AAEE78097
3 changed files with 10 additions and 13 deletions

View File

@ -26,7 +26,7 @@ pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(movement::Sys, MOVEMENT_SYS, &[PHYS_SYS]);
dispatch_builder.add(combat::Sys, COMBAT_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(animation::Sys, ANIMATION_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(animation::Sys, ANIMATION_SYS, &[MOVEMENT_SYS]);
dispatch_builder.add(stats::Sys, STATS_SYS, &[COMBAT_SYS]);
dispatch_builder.add(cleanup::Sys, CLEANUP_SYS, &[STATS_SYS, ANIMATION_SYS]);
}

View File

@ -131,6 +131,14 @@ impl<'a> System<'a> for Sys {
.unwrap_or_default();
}
}
if physics.on_ground && (character.movement == Jump || character.movement == Glide) {
character.movement = Stand;
}
if !physics.on_ground && (character.movement == Stand || character.movement == Run) {
character.movement = Jump;
}
}
}
}

View File

@ -1,6 +1,6 @@
use {
crate::{
comp::{Body, CharacterState, MovementState::*, Ori, PhysicsState, Pos, Scale, Stats, Vel},
comp::{Body, MovementState::*, Ori, PhysicsState, Pos, Scale, Stats, Vel},
event::{Event, EventBus},
state::DeltaTime,
terrain::TerrainMap,
@ -37,7 +37,6 @@ impl<'a> System<'a> for Sys {
Read<'a, EventBus>,
ReadStorage<'a, Scale>,
ReadStorage<'a, Body>,
WriteStorage<'a, CharacterState>,
WriteStorage<'a, PhysicsState>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
@ -53,7 +52,6 @@ impl<'a> System<'a> for Sys {
event_bus,
scales,
bodies,
mut character_states,
mut physics_states,
mut positions,
mut velocities,
@ -73,7 +71,6 @@ impl<'a> System<'a> for Sys {
)
.join()
{
let mut character_state = character_states.get(entity).cloned().unwrap_or_default();
let mut physics_state = physics_states.get(entity).cloned().unwrap_or_default();
let scale = scale.map(|s| s.0).unwrap_or(1.0);
@ -215,7 +212,6 @@ impl<'a> System<'a> for Sys {
if !was_on_ground {
event_emitter.emit(Event::LandOnGround { entity, vel: vel.0 });
character_state.movement = Stand;
}
}
@ -263,10 +259,6 @@ impl<'a> System<'a> for Sys {
if on_ground {
physics_state.on_ground = true;
if !was_on_ground {
character_state.movement = Stand;
}
// If the space below us is free, then "snap" to the ground
} else if collision_with(pos.0 - Vec3::unit_z() * 1.05, near_iter.clone())
&& vel.0.z < 0.0
@ -275,11 +267,8 @@ impl<'a> System<'a> for Sys {
{
pos.0.z = (pos.0.z - 0.05).floor();
physics_state.on_ground = true;
} else if was_on_ground {
character_state.movement = Jump;
}
let _ = character_states.insert(entity, character_state);
let _ = physics_states.insert(entity, physics_state);
}