use super::utils::*; use crate::{ comp::{slot::EquipSlot, CharacterState, InventoryAction, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, glide, }, }; pub struct Data; impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0); handle_move(data, &mut update, 1.0); handle_jump(data, &mut update, 1.0); 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 { update.character = CharacterState::Glide(glide::Data::new(10.0, 0.6, *data.ori)); } if data .physics .in_liquid() .map(|depth| depth > 0.5) .unwrap_or(false) { update.character = CharacterState::Idle; } if data.inventory.equipped(EquipSlot::Glider).is_none() { update.character = CharacterState::Idle }; 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 sneak(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_sneak(data, &mut update); update } fn unwield(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Idle; update } fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate { let mut update = StateUpdate::from(data); handle_manipulate_loadout(&data, &mut update, inv_action); update } }