use super::utils::*; use crate::{ comp::{CharacterState, StateUpdate}, sys::character_behavior::{CharacterBehavior, JoinData}, }; pub struct Data; impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(&data, &mut update, 1.0); handle_jump(&data, &mut update); handle_dodge_input(data, &mut update); handle_wield(data, &mut update); // If not on the ground while wielding glider enter gliding state if !data.physics.on_ground && !data.physics.in_fluid { update.character = CharacterState::Glide; } update } fn sit(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_sit(data, &mut update); update } fn dance(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_dance(data, &mut update); update } fn unwield(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Idle; update } }