veloren/common/src/states/sneak.rs
2021-04-25 22:02:30 -04:00

70 lines
2.0 KiB
Rust

use super::utils::*;
use crate::{
comp::{CharacterState, InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update, 1.0);
handle_wield(data, &mut update);
handle_climb(data, &mut update);
handle_dodge_input(data, &mut update);
// Try to Fall/Stand up/Move
if !data.physics.on_ground {
update.character = CharacterState::Idle;
}
update
}
fn wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);
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 glide_wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update);
update
}
fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update);
update
}
fn stand(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_manipulate_loadout(&data, &mut update, inv_action);
update
}
}