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add7922653
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
579 lines
20 KiB
Rust
579 lines
20 KiB
Rust
use crate::{
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comp::{
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item::{Hands, ItemKind, Tool},
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quadruped_low, quadruped_medium, theropod, Body, CharacterState, StateUpdate,
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},
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consts::{FRIC_GROUND, GRAVITY},
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event::LocalEvent,
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states::{behavior::JoinData, *},
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util::Dir,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::*;
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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const BASE_HUMANOID_AIR_ACCEL: f32 = 8.0;
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const BASE_FLIGHT_ACCEL: f32 = 16.0;
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const BASE_HUMANOID_WATER_ACCEL: f32 = 150.0;
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const BASE_HUMANOID_WATER_SPEED: f32 = 180.0;
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// const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0;
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// const ROLL_SPEED: f32 = 17.0;
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// const CHARGE_SPEED: f32 = 20.0;
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// const GLIDE_ACCEL: f32 = 15.0;
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// const GLIDE_SPEED: f32 = 45.0;
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// const BLOCK_ACCEL: f32 = 30.0;
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// const BLOCK_SPEED: f32 = 75.0;
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// Gravity is 9.81 * 4, so this makes gravity equal to .15 //TODO: <- is wrong
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//
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// const GLIDE_ANTIGRAV: f32 = GRAVITY * 0.96;
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// const CLIMB_SPEED: f32 = 5.0;
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// const CLIMB_COST: i32 = 5;
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impl Body {
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pub fn base_accel(&self) -> f32 {
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match self {
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Body::Humanoid(_) => 100.0,
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Body::QuadrupedSmall(_) => 125.0,
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Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
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quadruped_medium::Species::Grolgar => 110.0,
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quadruped_medium::Species::Saber => 180.0,
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quadruped_medium::Species::Tiger => 150.0,
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quadruped_medium::Species::Tuskram => 160.0,
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quadruped_medium::Species::Lion => 170.0,
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quadruped_medium::Species::Tarasque => 100.0,
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quadruped_medium::Species::Wolf => 180.0,
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quadruped_medium::Species::Frostfang => 180.0,
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quadruped_medium::Species::Mouflon => 100.0,
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quadruped_medium::Species::Catoblepas => 70.0,
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quadruped_medium::Species::Bonerattler => 130.0,
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quadruped_medium::Species::Deer => 150.0,
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quadruped_medium::Species::Hirdrasil => 160.0,
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quadruped_medium::Species::Roshwalr => 160.0,
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quadruped_medium::Species::Donkey => 110.0,
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quadruped_medium::Species::Camel => 75.0,
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quadruped_medium::Species::Zebra => 150.0,
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quadruped_medium::Species::Antelope => 185.0,
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quadruped_medium::Species::Kelpie => 180.0,
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quadruped_medium::Species::Horse => 180.0,
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},
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Body::BirdMedium(_) => 80.0,
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Body::FishMedium(_) => 50.0,
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Body::Dragon(_) => 250.0,
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Body::BirdSmall(_) => 75.0,
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Body::FishSmall(_) => 40.0,
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Body::BipedLarge(_) => 75.0,
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Body::Object(_) => 40.0,
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Body::Golem(_) => 60.0,
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Body::Theropod(_) => 135.0,
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Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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quadruped_low::Species::Crocodile => 130.0,
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quadruped_low::Species::Alligator => 110.0,
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quadruped_low::Species::Salamander => 85.0,
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quadruped_low::Species::Monitor => 160.0,
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quadruped_low::Species::Asp => 130.0,
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quadruped_low::Species::Tortoise => 60.0,
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quadruped_low::Species::Rocksnapper => 70.0,
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quadruped_low::Species::Pangolin => 120.0,
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quadruped_low::Species::Maneater => 80.0,
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quadruped_low::Species::Sandshark => 160.0,
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quadruped_low::Species::Hakulaq => 140.0,
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quadruped_low::Species::Lavadrake => 100.0,
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},
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}
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}
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/// Attempt to determine the maximum speed of the character
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/// when moving on the ground
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pub fn max_speed_approx(&self) -> f32 {
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// Inverse kinematics: at what velocity will acceleration
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// be cancelled out by friction drag?
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// Note: we assume no air (this is fine, current physics
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// uses max(air_drag, ground_drag)).
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// Derived via...
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// v = (v + dv / 30) * (1 - drag).powi(2) (accel cancels drag)
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// => 1 = (1 + (dv / 30) / v) * (1 - drag).powi(2)
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// => 1 / (1 - drag).powi(2) = 1 + (dv / 30) / v
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// => 1 / (1 - drag).powi(2) - 1 = (dv / 30) / v
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// => 1 / (1 / (1 - drag).powi(2) - 1) = v / (dv / 30)
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// => (dv / 30) / (1 / (1 - drag).powi(2) - 1) = v
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let v = (-self.base_accel() / 30.0) / ((1.0 - FRIC_GROUND).powi(2) - 1.0);
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debug_assert!(v >= 0.0, "Speed must be positive!");
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v
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}
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pub fn base_ori_rate(&self) -> f32 {
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match self {
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Body::Humanoid(_) => 20.0,
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Body::QuadrupedSmall(_) => 15.0,
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Body::QuadrupedMedium(_) => 8.0,
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Body::BirdMedium(_) => 30.0,
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Body::FishMedium(_) => 5.0,
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Body::Dragon(_) => 5.0,
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Body::BirdSmall(_) => 35.0,
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Body::FishSmall(_) => 10.0,
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Body::BipedLarge(_) => 12.0,
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Body::Object(_) => 5.0,
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Body::Golem(_) => 8.0,
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Body::Theropod(theropod) => match theropod.species {
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theropod::Species::Archaeos => 2.5,
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theropod::Species::Odonto => 2.5,
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_ => 7.0,
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},
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Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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quadruped_low::Species::Monitor => 9.0,
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quadruped_low::Species::Asp => 8.0,
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quadruped_low::Species::Tortoise => 3.0,
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quadruped_low::Species::Rocksnapper => 4.0,
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quadruped_low::Species::Maneater => 5.0,
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quadruped_low::Species::Lavadrake => 4.0,
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_ => 6.0,
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},
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}
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}
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pub fn can_fly(&self) -> bool {
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match self {
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Body::BirdMedium(_) => true,
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Body::Dragon(_) => true,
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Body::BirdSmall(_) => true,
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_ => false,
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}
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}
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#[allow(clippy::match_like_matches_macro)]
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pub fn can_climb(&self) -> bool {
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match self {
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Body::Humanoid(_) => true,
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_ => false,
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}
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}
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}
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/// Handles updating `Components` to move player based on state of `JoinData`
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pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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if let Some(depth) = data.physics.in_liquid {
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swim_move(data, update, efficiency, depth);
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} else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly() {
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fly_move(data, update, efficiency);
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} else {
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basic_move(data, update, efficiency);
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}
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}
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/// Updates components to move player as if theyre on ground or in air
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#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
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fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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let accel = if data.physics.on_ground {
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data.body.base_accel()
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} else {
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BASE_HUMANOID_AIR_ACCEL
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};
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update.vel.0 =
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update.vel.0 + Vec2::broadcast(data.dt.0) * data.inputs.move_dir * accel * efficiency;
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handle_orientation(data, update, data.body.base_ori_rate());
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}
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/// Handles forced movement
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pub fn handle_forced_movement(
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data: &JoinData,
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update: &mut StateUpdate,
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movement: ForcedMovement,
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efficiency: f32,
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) {
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match movement {
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ForcedMovement::Forward { strength } => {
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let accel = if data.physics.on_ground {
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data.body.base_accel()
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} else {
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BASE_HUMANOID_AIR_ACCEL
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};
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* accel
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* (data.inputs.move_dir * efficiency + (*update.ori.0).xy() * strength);
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},
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ForcedMovement::Leap {
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vertical,
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forward,
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progress,
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direction,
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} => {
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let dir = direction.get_2d_dir(data);
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// Apply jumping force
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update.vel.0 = Vec3::new(
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dir.x,
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dir.y,
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vertical,
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)
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// Multiply decreasing amount linearly over time (with average of 1)
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* 2.0 * progress
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// Apply direction
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+ Vec3::from(dir)
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// Multiply by forward leap strength
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* forward
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// Control forward movement based on look direction.
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// This allows players to stop moving forward when they
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// look downward at target
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* (1.0 - data.inputs.look_dir.z.abs());
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},
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ForcedMovement::Hover { move_input } => {
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update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0)
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+ move_input * data.inputs.move_dir.try_normalized().unwrap_or_default();
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},
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}
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handle_orientation(data, update, data.body.base_ori_rate() * efficiency);
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}
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pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
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// Set direction based on move direction
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let ori_dir = if (update.character.is_aimed() && data.body.can_strafe())
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|| update.character.is_attack()
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{
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data.inputs.look_dir.xy()
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} else if !data.inputs.move_dir.is_approx_zero() {
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data.inputs.move_dir
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} else {
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update.ori.0.xy()
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};
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// Smooth orientation
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update.ori.0 = Dir::slerp_to_vec3(update.ori.0, ori_dir.into(), rate * data.dt.0);
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}
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/// Updates components to move player as if theyre swimming
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fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth: f32) {
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// Update velocity
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* data.inputs.move_dir
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* if update.vel.0.magnitude_squared() < BASE_HUMANOID_WATER_SPEED.powi(2) {
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BASE_HUMANOID_WATER_ACCEL
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} else {
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0.0
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}
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* efficiency;
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handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
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// Swim
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update.vel.0.z = (update.vel.0.z
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+ data.dt.0
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* GRAVITY
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* 4.0
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* data
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.inputs
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.move_z
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.clamped(-1.0, depth.clamped(0.0, 1.0).powi(3)))
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.min(BASE_HUMANOID_WATER_SPEED);
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}
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/// Updates components to move entity as if it's flying
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fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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// Update velocity (counteract gravity with lift)
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// TODO: Do this better
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update.vel.0 += Vec3::unit_z() * data.dt.0 * GRAVITY
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+ Vec3::new(
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data.inputs.move_dir.x,
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data.inputs.move_dir.y,
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data.inputs.move_z,
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) * data.dt.0
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* BASE_FLIGHT_ACCEL
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* efficiency;
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handle_orientation(data, update, 1.0);
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}
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/// First checks whether `primary`, `secondary` or `ability3` input is pressed,
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/// then attempts to go into Equipping state, otherwise Idle
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pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.primary.is_pressed()
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|| data.inputs.secondary.is_pressed()
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|| data.inputs.ability3.is_pressed()
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{
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attempt_wield(data, update);
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}
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}
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/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
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pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
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if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
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update.character = CharacterState::Equipping(equipping::Data {
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static_data: equipping::StaticData {
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buildup_duration: tool.equip_time(),
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},
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timer: Duration::default(),
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});
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} else {
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update.character = CharacterState::Idle;
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};
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}
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/// Checks that player can `Sit` and updates `CharacterState` if so
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pub fn attempt_sit(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground {
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update.character = CharacterState::Sit;
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}
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}
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pub fn attempt_dance(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground && data.body.is_humanoid() {
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update.character = CharacterState::Dance;
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}
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}
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pub fn attempt_sneak(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground && data.body.is_humanoid() {
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update.character = CharacterState::Sneak;
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}
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}
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/// Checks that player can `Climb` and updates `CharacterState` if so
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pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.climb.is_some()
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&& data.physics.on_wall.is_some()
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&& !data.physics.on_ground
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&& !data
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.physics
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.in_liquid
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.map(|depth| depth > 1.0)
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.unwrap_or(false)
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//&& update.vel.0.z < 0.0
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&& data.body.can_climb()
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&& update.energy.current() > 100
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{
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update.character = CharacterState::Climb;
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}
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}
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/// Checks that player can Swap Weapons and updates `Loadout` if so
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pub fn attempt_swap_loadout(data: &JoinData, update: &mut StateUpdate) {
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if data.loadout.second_item.is_some() {
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update.swap_loadout = true;
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}
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}
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/// Checks that player can wield the glider and updates `CharacterState` if so
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pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
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if data.physics.on_ground
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&& data.loadout.glider.is_some()
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&& !data
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.physics
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.in_liquid
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.map(|depth| depth > 1.0)
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.unwrap_or(false)
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&& data.body.is_humanoid()
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{
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update.character = CharacterState::GlideWield;
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}
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}
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/// Checks that player can jump and sends jump event if so
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pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.jump.is_pressed()
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&& data.physics.on_ground
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&& !data
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.physics
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.in_liquid
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.map(|depth| depth > 1.0)
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.unwrap_or(false)
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{
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update
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.local_events
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.push_front(LocalEvent::Jump(data.entity));
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}
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}
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/// Will attempt to go into `loadout.active_item.ability1`
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pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.primary.is_pressed() {
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if let Some(ability) = data
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.loadout
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.active_item
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.as_ref()
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.and_then(|i| i.ability1.as_ref())
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.filter(|ability| ability.requirements_paid(data, update))
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{
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update.character = (ability, AbilityKey::Mouse1).into();
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}
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}
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}
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/// Will attempt to go into `loadout.active_item.ability2`
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pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.secondary.is_pressed() {
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let active_tool_kind = match data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
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Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
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_ => None,
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};
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let second_tool_kind = match data.loadout.second_item.as_ref().map(|i| i.item.kind()) {
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Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind),
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_ => None,
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};
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match (
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active_tool_kind.map(|tk| tk.hands()),
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second_tool_kind.map(|tk| tk.hands()),
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) {
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(Some(Hands::TwoHand), _) => {
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if let Some(ability) = data
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.loadout
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.active_item
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.as_ref()
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.and_then(|i| i.ability2.as_ref())
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.filter(|ability| ability.requirements_paid(data, update))
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{
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update.character = (ability, AbilityKey::Mouse2).into();
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}
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},
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(_, Some(Hands::OneHand)) => {
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if let Some(ability) = data
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.loadout
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.second_item
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.as_ref()
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.and_then(|i| i.ability2.as_ref())
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.filter(|ability| ability.requirements_paid(data, update))
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{
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update.character = (ability, AbilityKey::Mouse2).into();
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}
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},
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(_, _) => {},
|
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};
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}
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}
|
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|
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/// Will attempt to go into `loadout.active_item.ability3`
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pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
|
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if data.inputs.ability3.is_pressed() {
|
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if let Some(ability) = data
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.loadout
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.active_item
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.as_ref()
|
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.and_then(|i| i.ability3.as_ref())
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.filter(|ability| ability.requirements_paid(data, update))
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{
|
|
update.character = (ability, AbilityKey::Skill1).into();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Checks that player can perform a dodge, then
|
|
/// attempts to go into `loadout.active_item.dodge_ability`
|
|
pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
|
|
if data.inputs.roll.is_pressed() && data.body.is_humanoid() {
|
|
if let Some(ability) = data
|
|
.loadout
|
|
.active_item
|
|
.as_ref()
|
|
.and_then(|i| i.dodge_ability.as_ref())
|
|
.filter(|ability| ability.requirements_paid(data, update))
|
|
{
|
|
if data.character.is_wield() {
|
|
update.character = (ability, AbilityKey::Dodge).into();
|
|
if let CharacterState::Roll(roll) = &mut update.character {
|
|
roll.was_wielded = true;
|
|
}
|
|
} else if data.character.is_stealthy() {
|
|
update.character = (ability, AbilityKey::Dodge).into();
|
|
if let CharacterState::Roll(roll) = &mut update.character {
|
|
roll.was_sneak = true;
|
|
}
|
|
} else {
|
|
update.character = (ability, AbilityKey::Dodge).into();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn unwrap_tool_data<'a>(data: &'a JoinData) -> Option<&'a Tool> {
|
|
if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
|
|
Some(tool)
|
|
} else {
|
|
None
|
|
}
|
|
}
|
|
|
|
pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
|
|
if attacks_interrupt {
|
|
handle_ability1_input(data, update);
|
|
handle_ability2_input(data, update);
|
|
handle_ability3_input(data, update);
|
|
}
|
|
handle_dodge_input(data, update);
|
|
}
|
|
|
|
pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool {
|
|
match ability_key {
|
|
AbilityKey::Mouse1 => data.inputs.primary.is_pressed(),
|
|
AbilityKey::Mouse2 => data.inputs.secondary.is_pressed(),
|
|
AbilityKey::Skill1 => data.inputs.ability3.is_pressed(),
|
|
AbilityKey::Dodge => data.inputs.roll.is_pressed(),
|
|
}
|
|
}
|
|
|
|
pub fn continue_combo(data: &JoinData, update: &mut StateUpdate, combo_data: (u32, u32)) {
|
|
handle_ability1_input(data, update);
|
|
if let CharacterState::ComboMelee(data) = &mut update.character {
|
|
data.stage = combo_data.0;
|
|
data.combo = combo_data.1;
|
|
}
|
|
}
|
|
|
|
/// Determines what portion a state is in. Used in all attacks (eventually). Is
|
|
/// used to control aspects of animation code, as well as logic within the
|
|
/// character states.
|
|
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
|
|
pub enum StageSection {
|
|
Buildup,
|
|
Swing,
|
|
Recover,
|
|
Charge,
|
|
Cast,
|
|
Shoot,
|
|
Movement,
|
|
}
|
|
|
|
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
|
|
pub enum AbilityKey {
|
|
Mouse1,
|
|
Mouse2,
|
|
Skill1,
|
|
Dodge,
|
|
}
|
|
|
|
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
|
|
pub enum ForcedMovement {
|
|
Forward {
|
|
strength: f32,
|
|
},
|
|
Leap {
|
|
vertical: f32,
|
|
forward: f32,
|
|
progress: f32,
|
|
direction: MovementDirection,
|
|
},
|
|
Hover {
|
|
move_input: f32,
|
|
},
|
|
}
|
|
|
|
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
|
|
pub enum MovementDirection {
|
|
Look,
|
|
Move,
|
|
}
|
|
|
|
impl MovementDirection {
|
|
pub fn get_2d_dir(self, data: &JoinData) -> Vec2<f32> {
|
|
use MovementDirection::*;
|
|
match self {
|
|
Look => data.inputs.look_dir.xy(),
|
|
Move => data.inputs.move_dir,
|
|
}
|
|
.try_normalized()
|
|
.unwrap_or_default()
|
|
}
|
|
}
|