use super::utils::*; use crate::{ comp::{CharacterState, EcsStateData, StateUpdate}, states::StateHandler, }; use std::{collections::VecDeque, time::Duration}; use vek::Vec2; const BLOCK_ACCEL: f32 = 30.0; const BLOCK_SPEED: f32 = 75.0; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct State {} impl StateHandler for State { fn new(_ecs_data: &EcsStateData) -> Self { Self {} } fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate { let mut update = StateUpdate { pos: *ecs_data.pos, vel: *ecs_data.vel, ori: *ecs_data.ori, energy: *ecs_data.energy, character: *ecs_data.character, local_events: VecDeque::new(), server_events: VecDeque::new(), }; handle_move_dir(&ecs_data, &mut update); if !ecs_data.physics.on_ground || !ecs_data.inputs.secondary.is_pressed() { update.character = CharacterState::Wielded(None); } update } }