use crate::{ comp::{CharacterState, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { pub movement_duration: Duration, pub only_up: bool, pub speed: f32, pub max_exit_velocity: f32, pub ability_info: AbilityInfo, } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Data { /// Struct containing data that does not change over the course of the /// character state pub static_data: StaticData, /// Timer for each stage pub timer: Duration, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 1.0); if self.timer < self.static_data.movement_duration { // Movement if self.static_data.only_up { update.vel.0.z += self.static_data.speed * data.dt.0; } else { update.vel.0 += *data.inputs.look_dir * self.static_data.speed * data.dt.0; } update.character = CharacterState::Boost(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done if input_is_pressed(data, self.static_data.ability_info.input) { reset_state(self, data, &mut update); } else { update.vel.0 = update.vel.0.try_normalized().unwrap_or_default() * update .vel .0 .magnitude() .min(self.static_data.max_exit_velocity); update.character = CharacterState::Wielding; } } update } } fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) { handle_input(join, update, data.static_data.ability_info.input); }