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71 lines
2.0 KiB
Rust
71 lines
2.0 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{slot::EquipSlot, CharacterState, InventoryAction, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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glide,
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},
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};
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pub struct Data;
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 1.0);
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handle_jump(data, &mut update, 1.0);
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handle_dodge_input(data, &mut update);
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handle_wield(data, &mut update);
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// If not on the ground while wielding glider enter gliding state
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if data.physics.on_ground.is_none() {
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update.character = CharacterState::Glide(glide::Data::new(10.0, 0.6, *data.ori));
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}
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if data
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.physics
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.in_liquid()
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.map(|depth| depth > 0.5)
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.unwrap_or(false)
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{
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update.character = CharacterState::Idle;
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}
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if data.inventory.equipped(EquipSlot::Glider).is_none() {
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update.character = CharacterState::Idle
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};
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn sneak(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sneak(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(&data, &mut update, inv_action);
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update
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}
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}
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