veloren/common/src/states/glide_wield.rs
2020-08-12 21:16:14 +01:00

58 lines
1.5 KiB
Rust

use super::utils::*;
use crate::{
comp::{CharacterState, StateUpdate},
sys::character_behavior::{CharacterBehavior, JoinData},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(&data, &mut update, 1.0);
handle_jump(&data, &mut update);
handle_dodge_input(data, &mut update);
handle_wield(data, &mut update);
// If not on the ground while wielding glider enter gliding state
if !data.physics.on_ground {
update.character = CharacterState::Glide;
}
if data
.physics
.in_fluid
.map(|depth| depth > 0.5)
.unwrap_or(false)
{
update.character = CharacterState::Idle;
}
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 unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
}