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53 lines
1.6 KiB
Rust
53 lines
1.6 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{character_state::OutputEvents, CharacterState, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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wielding,
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},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct StaticData {
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/// Time required to draw weapon
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pub buildup_duration: Duration,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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pub is_sneaking: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
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handle_jump(data, output_events, &mut update, 1.0);
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if self.timer < self.static_data.buildup_duration {
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// Draw weapon
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update.character = CharacterState::Equipping(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
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update.character = CharacterState::Wielding(wielding::Data {
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is_sneaking: self.is_sneaking,
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});
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}
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update
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}
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}
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