Rename animationHistory to animation_history

Former-commit-id: bb2c882332fa9c3fd7f2c7fbd6143cd5f85153d8
This commit is contained in:
timokoesters 2019-04-17 22:32:36 +02:00
parent 61578b238e
commit ec16153164
4 changed files with 16 additions and 16 deletions

View File

@ -168,9 +168,9 @@ impl Client {
}
// Update the server about the player's currently playing animation and the previous one
if let Some(animationHistory) = self.state.read_storage::<comp::AnimationHistory>().get(self.player).cloned() {
if Some(animationHistory.current) != animationHistory.last {
self.postbox.send_message(ClientMsg::PlayerAnimation(animationHistory));
if let Some(animation_history) = self.state.read_storage::<comp::AnimationHistory>().get(self.player).cloned() {
if Some(animation_history.current) != animation_history.last {
self.postbox.send_message(ClientMsg::PlayerAnimation(animation_history));
}
}
@ -230,9 +230,9 @@ impl Client {
},
None => {},
},
ServerMsg::EntityAnimation { entity, animationHistory } => match self.state.ecs().entity_from_uid(entity) {
ServerMsg::EntityAnimation { entity, animation_history } => match self.state.ecs().entity_from_uid(entity) {
Some(entity) => {
self.state.write_component(entity, animationHistory);
self.state.write_component(entity, animation_history);
},
None => {},
},

View File

@ -25,7 +25,7 @@ pub enum ServerMsg {
},
EntityAnimation {
entity: u64,
animationHistory: comp::AnimationHistory,
animation_history: comp::AnimationHistory,
},
TerrainChunkUpdate {
key: Vec3<i32>,

View File

@ -246,7 +246,7 @@ impl Server {
ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong),
ClientMsg::Pong => {}
ClientMsg::Chat(msg) => new_chat_msgs.push((entity, msg)),
ClientMsg::PlayerAnimation(animationHistory) => state.write_component(entity, animationHistory),
ClientMsg::PlayerAnimation(animation_history) => state.write_component(entity, animation_history),
ClientMsg::PlayerPhysics { pos, vel, dir } => {
state.write_component(entity, pos);
state.write_component(entity, vel);
@ -365,7 +365,7 @@ impl Server {
});
// Sync logical information other players have authority over, not the server
for (other_entity, &uid, &animationHistory) in (
for (other_entity, &uid, &animation_history) in (
&state.ecs().internal().entities(),
&state.ecs().internal().read_storage::<common::state::Uid>(),
&state.ecs().internal().read_storage::<comp::AnimationHistory>(),
@ -373,7 +373,7 @@ impl Server {
// AnimationHistory
client.postbox.send_message(ServerMsg::EntityAnimation {
entity: uid.into(),
animationHistory: animationHistory,
animation_history: animation_history,
});
}
}
@ -406,28 +406,28 @@ impl Server {
}
// Sync animation states
for (entity, &uid, &animationHistory) in (
for (entity, &uid, &animation_history) in (
&self.state.ecs().internal().entities(),
&self.state.ecs().internal().read_storage::<Uid>(),
&self.state.ecs().internal().read_storage::<comp::AnimationHistory>(),
).join() {
// Check if we need to sync
if Some(animationHistory.current) == animationHistory.last {
if Some(animation_history.current) == animation_history.last {
continue;
}
self.clients.notify_connected_except(entity, ServerMsg::EntityAnimation {
entity: uid.into(),
animationHistory,
animation_history,
});
}
// Update animation last/current state
for (entity, mut animationHistory) in (
for (entity, mut animation_history) in (
&self.state.ecs().internal().entities(),
&mut self.state.ecs().internal().write_storage::<comp::AnimationHistory>()
).join() {
animationHistory.last = Some(animationHistory.current);
animation_history.last = Some(animation_history.current);
}
// Remove all force flags

View File

@ -83,7 +83,7 @@ impl Figures {
pub fn maintain(&mut self, renderer: &mut Renderer, client: &mut Client) {
let time = client.state().get_time();
let ecs = client.state_mut().ecs_mut().internal_mut();
for (entity, pos, dir, character, animationHistory) in (
for (entity, pos, dir, character, animation_history) in (
&ecs.entities(),
&ecs.read_storage::<comp::phys::Pos>(),
&ecs.read_storage::<comp::phys::Dir>(),
@ -94,7 +94,7 @@ impl Figures {
.entry(entity)
.or_insert_with(|| FigureState::new(renderer, CharacterSkeleton::new()));
let target_skeleton = match animationHistory.current {
let target_skeleton = match animation_history.current {
comp::character::Animation::Idle => IdleAnimation::update_skeleton(&mut state.skeleton, time),
comp::character::Animation::Run => RunAnimation::update_skeleton(&mut state.skeleton, time),
};