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add7922653
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
63 lines
1.7 KiB
Rust
63 lines
1.7 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{CharacterState, StateUpdate},
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states::behavior::{CharacterBehavior, JoinData},
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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_move(data, &mut update, 0.4);
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handle_jump(data, &mut update);
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handle_wield(data, &mut update);
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handle_climb(data, &mut update);
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handle_dodge_input(data, &mut update);
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// Try to Fall/Stand up/Move
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if !data.physics.on_ground {
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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 wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_wield(data, &mut update);
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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 glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_loadout(data, &mut update);
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update
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}
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fn stand(&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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}
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