use super::utils::*; use crate::{ comp::{CharacterState, InventoryAction, StateUpdate}, states::behavior::{CharacterBehavior, JoinData}, }; 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, 0.4); handle_jump(data, &mut update, 1.0); handle_wield(data, &mut update); handle_climb(data, &mut update); handle_dodge_input(data, &mut update); // Try to Fall/Stand up/Move if !data.physics.on_ground { update.character = CharacterState::Idle; } update } fn wield(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_wield(data, &mut update); 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 glide_wield(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_glide_wield(data, &mut update); update } fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_swap_equipped_weapons(data, &mut update); update } fn stand(&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 } }