veloren/common/src/states/idle.rs
2021-07-20 09:43:52 +02:00

71 lines
2.0 KiB
Rust

use super::utils::*;
use crate::{
comp::{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, 1.0);
handle_jump(data, &mut update, 1.0);
handle_wield(data, &mut update);
handle_climb(data, &mut update);
handle_dodge_input(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 manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_manipulate_loadout(data, &mut update, inv_action);
update
}
fn wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_wield(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 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 talk(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_talk(data, &mut update);
update
}
}