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

51 lines
1.5 KiB
Rust

use super::utils::*;
use crate::{
comp::{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) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_wield(data, &mut update);
handle_jump(data, &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, 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 sit(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn stand(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
// Try to Fall/Stand up/Move
update.character = CharacterState::Idle;
update
}
}