use super::utils::*; use crate::{ comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate}, states::behavior::{CharacterBehavior, JoinData}, }; use serde::{Deserialize, Serialize}; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data; impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); handle_wield(data, &mut update); handle_jump(data, output_events, &mut update, 1.0); // Try to Fall/Stand up/Move if data.physics.on_ground.is_none() || data.inputs.move_dir.magnitude_squared() > 0.0 { update.character = CharacterState::Idle; } update } fn manipulate_loadout( &self, data: &JoinData, output_events: &mut OutputEvents, inv_action: InventoryAction, ) -> StateUpdate { let mut update = StateUpdate::from(data); handle_manipulate_loadout(data, output_events, &mut update, inv_action); update } fn wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_wield(data, &mut update); update } fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_sit(data, &mut update); update } fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); // Try to Fall/Stand up/Move update.character = CharacterState::Idle; update } }