use super::utils::*; use crate::{ comp::{StateUpdate, ToolData}, sys::character_behavior::{CharacterBehavior, JoinData}, }; use std::collections::VecDeque; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data { /// The weapon being wielded pub tool: ToolData, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate { character: *data.character, pos: *data.pos, vel: *data.vel, ori: *data.ori, energy: *data.energy, local_events: VecDeque::new(), server_events: VecDeque::new(), }; handle_move(&data, &mut update); handle_jump(&data, &mut update); handle_sit(&data, &mut update); handle_climb(&data, &mut update); handle_glide(&data, &mut update); handle_unwield(&data, &mut update); handle_primary_input(&data, &mut update); handle_secondary_input(&data, &mut update); handle_dodge_input(&data, &mut update); update } }