Dash melee now works as desired.

This commit is contained in:
Sam
2020-09-11 08:59:45 -05:00
parent 744843d03f
commit b79235b890
4 changed files with 137 additions and 181 deletions

View File

@ -334,22 +334,24 @@ impl From<&CharacterAbility> for CharacterState {
swing_duration,
recover_duration,
} => CharacterState::DashMelee(dash_melee::Data {
base_damage: *base_damage,
max_damage: *max_damage,
base_knockback: *base_knockback,
max_knockback: *max_knockback,
range: *range,
angle: *angle,
energy_drain: *energy_drain,
forward_speed: *forward_speed,
buildup_duration: *buildup_duration,
charge_duration: *charge_duration,
charge_duration_attained: Duration::default(),
infinite_charge: *infinite_charge,
swing_duration: *swing_duration,
recover_duration: *recover_duration,
static_data: dash_melee::StaticData {
base_damage: *base_damage,
max_damage: *max_damage,
base_knockback: *base_knockback,
max_knockback: *max_knockback,
range: *range,
angle: *angle,
energy_drain: *energy_drain,
forward_speed: *forward_speed,
infinite_charge: *infinite_charge,
buildup_duration: *buildup_duration,
charge_duration: *charge_duration,
recover_duration: *recover_duration,
},
end_charge: false,
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll => CharacterState::Roll(roll::Data {