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https://gitlab.com/veloren/veloren.git
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5d5ccd7b99
This makes split animations easy and improves overall code quality
59 lines
2.1 KiB
Rust
59 lines
2.1 KiB
Rust
use crate::{
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comp::{
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ActionState::*, Animation, AnimationInfo, CharacterState, MovementState::*, PhysicsState,
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},
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state::DeltaTime,
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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use std::fmt::Debug;
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/// This system will apply the animation that fits best to the users actions
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, CharacterState>,
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ReadStorage<'a, PhysicsState>,
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WriteStorage<'a, AnimationInfo>,
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);
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fn run(
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&mut self,
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(entities, dt, character_states, physics_states, mut animation_infos): Self::SystemData,
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) {
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for (entity, character, physics) in (&entities, &character_states, &physics_states).join() {
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fn impossible_animation(physics: PhysicsState, character: CharacterState) -> Animation {
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warn!("Impossible animation: {:?} {:?}", physics, character);
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Animation::Roll
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}
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let animation = match (physics.on_ground, &character.movement, &character.action) {
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(_, Roll { .. }, Idle) => Animation::Roll,
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(true, Stand, Idle) => Animation::Idle,
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(true, Run, Idle) => Animation::Run,
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(false, Jump, Idle) => Animation::Jump,
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(true, Stand, Wield { .. }) => Animation::Cidle,
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(true, Run, Wield { .. }) => Animation::Crun,
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(false, Jump, Wield { .. }) => Animation::Cjump,
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(_, Glide, Idle) => Animation::Gliding,
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(_, _, Attack { .. }) => Animation::Attack,
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_ => impossible_animation(physics.clone(), character.clone()),
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};
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let new_time = animation_infos
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.get(entity)
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.filter(|i| i.animation == animation)
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.map(|i| i.time + f64::from(dt.0));
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let _ = animation_infos.insert(
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entity,
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AnimationInfo {
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animation,
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time: new_time.unwrap_or(0.0),
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},
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);
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}
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}
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}
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