use super::utils::*; use crate::{ comp::{character_state::OutputEvents, CharacterState, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, idle, }, }; use serde::{Deserialize, Serialize}; use vek::Vec2; const WALLRUN_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.5; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data; impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); handle_wield(data, &mut update); handle_jump(data, output_events, &mut update, 1.0); handle_climb(data, &mut update); { let lift = WALLRUN_ANTIGRAV; update.vel.0.z += data.dt.0 * lift * (Vec2::::from(update.vel.0).magnitude() * 0.075) .min(1.0) .max(0.2); } // fall off wall or hit ground if data.physics.on_wall.is_none() || data.physics.on_ground.is_some() { update.character = CharacterState::Idle(idle::Data { is_sneaking: false }); } update } }