Make dashback more lenient
This commit is contained in:
@@ -3,7 +3,11 @@ use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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fighter::{FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual, visual::FighterAnimations}, player::Player,
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fighter::{
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FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual,
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visual::FighterAnimations,
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},
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player::Player,
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};
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#[derive(Component)]
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@@ -26,7 +30,11 @@ pub struct FighterAnimationFrame {
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impl FighterAnimationFrame {
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pub const fn new(kind: AnimKind, repeat: bool) -> Self {
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Self { kind, frame: 0, repeat }
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Self {
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kind,
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frame: 0,
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repeat,
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}
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}
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pub fn reset(&mut self, kind: AnimKind, repeat: bool) {
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@@ -78,16 +86,28 @@ pub fn setup_fighter_animation_player(
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}
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}
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pub fn apply_animation(children: Query<(&mut Transform, &FighterFacingDirection, &FighterAnimationFrame), With<FighterVisual>>) {
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pub fn apply_animation(
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children: Query<
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(
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&mut Transform,
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&FighterFacingDirection,
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&FighterAnimationFrame,
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),
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With<FighterVisual>,
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>,
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) {
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for (mut trf, facing_direction, frame) in children {
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// Melee model scale is in decimeters
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trf.rotation = Quat::IDENTITY;
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if let AnimKind::Turn = frame.kind {
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trf.rotate_local_y(std::f32::consts::PI * -0.5 * facing_direction.to_sign().to_num::<f32>());
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trf.rotate_local_y(
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std::f32::consts::PI * -0.5 * facing_direction.to_sign().to_num::<f32>(),
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);
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} else {
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trf.rotate_local_y(std::f32::consts::PI * 0.5 * facing_direction.to_sign().to_num::<f32>());
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trf.rotate_local_y(
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std::f32::consts::PI * 0.5 * facing_direction.to_sign().to_num::<f32>(),
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);
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}
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}
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}
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@@ -40,7 +40,7 @@ pub struct FighterAttributes {
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pub air_dodge_duration: u32,
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pub air_dodge_velocity: FGi32,
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pub air_dodge_decay: FGi32
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pub air_dodge_decay: FGi32,
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}
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impl FighterAttributes {
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+13
-9
@@ -10,7 +10,10 @@ use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::manifest::{FighterManifest, FighterManifestRegistry};
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use crate::fighter::state::StateNameDebug;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity};
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use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation,
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FighterVelocity,
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};
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use crate::input::FighterInput;
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use crate::match_loading::MatchPlayer;
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@@ -45,26 +48,27 @@ pub fn fighter_debug(
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ui.label(format!("{:?}", vel));
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ui.label(format!("{:?}", input.get_last_frame()));
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});
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}
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Ok(())
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}
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pub fn animation_debug(
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query: Query<(
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&GlobalTransform,
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&FighterAnimationFrame,
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&FighterAnimations,
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)>,
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query: Query<(&GlobalTransform, &FighterAnimationFrame, &FighterAnimations)>,
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baked_anims: Res<Assets<BakedFighterAnimations>>,
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mut gizmos: Gizmos,
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) {
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for (global_transform, frame, anims) in query {
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let baked: &BakedFighterAnimations = baked_anims.get(&anims.baked).expect("Baked anims should be in");
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let baked: &BakedFighterAnimations = baked_anims
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.get(&anims.baked)
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.expect("Baked anims should be in");
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for bone in &baked.bone_names {
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let out = anims.sample_bone(&baked_anims, *frame, bone);
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if let Some(out) = out {
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let pos = global_transform.transform_point(Vec3::new(out.cols[3][0].to_num(), out.cols[3][1].to_num(), out.cols[3][2].to_num()));
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let pos = global_transform.transform_point(Vec3::new(
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out.cols[3][0].to_num(),
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out.cols[3][1].to_num(),
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out.cols[3][2].to_num(),
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));
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gizmos.cross(pos, 0.5, bevy::color::palettes::css::RED);
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}
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}
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+30
-6
@@ -36,10 +36,22 @@ pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousEC
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impl FighterECB {
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pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
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let rel_up = trf.transform_point(Vec3::new(0.0, (self.vertical_half + self.vertical_half).to_num(), 0.0));
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let rel_up = trf.transform_point(Vec3::new(
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0.0,
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(self.vertical_half + self.vertical_half).to_num(),
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0.0,
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));
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let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
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let rel_left = trf.transform_point(Vec3::new((-self.horizontal_half).to_num(), self.vertical_half.to_num(), 0.0));
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let rel_right = trf.transform_point(Vec3::new(self.horizontal_half.to_num(), self.vertical_half.to_num(), 0.0));
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let rel_left = trf.transform_point(Vec3::new(
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(-self.horizontal_half).to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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let rel_right = trf.transform_point(Vec3::new(
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self.horizontal_half.to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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[rel_up, rel_right, rel_down, rel_left]
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}
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@@ -50,10 +62,22 @@ impl FighterECB {
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impl FighterPreviousECB {
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pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
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let rel_up = trf.transform_point(Vec3::new(0.0, (self.vertical_half + self.vertical_half).to_num(), 0.0));
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let rel_up = trf.transform_point(Vec3::new(
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0.0,
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(self.vertical_half + self.vertical_half).to_num(),
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0.0,
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));
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let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
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let rel_left = trf.transform_point(Vec3::new((-self.horizontal_half).to_num(), self.vertical_half.to_num(), 0.0));
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let rel_right = trf.transform_point(Vec3::new(self.horizontal_half.to_num(), self.vertical_half.to_num(), 0.0));
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let rel_left = trf.transform_point(Vec3::new(
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(-self.horizontal_half).to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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let rel_right = trf.transform_point(Vec3::new(
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self.horizontal_half.to_num(),
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self.vertical_half.to_num(),
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0.0,
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));
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[rel_up, rel_right, rel_down, rel_left]
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}
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+14
-5
@@ -7,8 +7,8 @@ use bevy_ggrs::prelude::*;
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use serde::{Deserialize, Serialize};
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pub mod animation;
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pub mod baked_animation;
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pub mod attributes;
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pub mod baked_animation;
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pub mod collision;
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pub mod debug;
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pub mod ecb;
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@@ -28,8 +28,16 @@ pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity
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use crate::{
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fighter::{
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animation::animation_init, manifest::FighterManifest, state::{FighterState, fall::FallState}, visual::FighterAnimations,
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}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, stage::line::StageCollision,
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animation::animation_init,
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manifest::FighterManifest,
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state::{FighterState, fall::FallState},
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visual::FighterAnimations,
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},
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input::FighterInput,
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math::{int::FGi32, vec::FGVec2},
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player::Player,
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schedule::GameplaySet,
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stage::line::StageCollision,
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};
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use state::state_interrupt_system;
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@@ -91,7 +99,7 @@ pub struct FighterVisual;
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#[derive(Component)]
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pub struct Fighter {
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id: FighterId,
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pub manifest: Handle<FighterManifest>
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pub manifest: Handle<FighterManifest>,
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}
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impl Plugin for FighterPlugin {
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@@ -174,7 +182,7 @@ pub fn spawn_fighter(
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},
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Fighter {
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id: manifest.1.id,
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manifest: manifest.0
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manifest: manifest.0,
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},
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FighterFacingDirection::Right,
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FighterECB {
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@@ -189,5 +197,6 @@ pub fn spawn_fighter(
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animation::FighterAnimationFrame::new(animation::AnimKind::Wait, true),
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FighterVisual,
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FighterInput::default(),
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crate::camera::FighterCameraExtents::default(),
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));
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}
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@@ -4,7 +4,7 @@ use crate::fighter::collision;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::land::LandingState;
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use crate::fighter::state::{FighterState, air, dash, jump, wait, walk};
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use crate::fighter::state::{air, dash, jump, wait, walk, FighterState};
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#[derive(Debug, Clone, Hash)]
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pub struct TurnState {
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@@ -80,9 +80,13 @@ pub fn check_input(
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grounded_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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let input_frame = state_context.input.get_last_frame();
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let smash_input_frame_threshold = state_context
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.game_settings
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.input_common
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.smash_input_frame_threshold;
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if !input_frame.movement.x.is_zero()
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&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
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&& state_context.input.get_frames_in_smash_move_deadzone() > smash_input_frame_threshold
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{
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return Some(FighterState::Turn(TurnState {
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grounded_common: grounded_common.clone(),
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@@ -18,20 +18,18 @@ pub struct WaitState {
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impl FighterStateImpl for WaitState {
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const NAME: &'static str = "Wait";
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
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if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) {
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Some(state)
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} else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
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state_context,
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&self.grounded_common,
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) {
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// Prevent transitioning into myself
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&self.grounded_common)
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{
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// Don't transition into yourself
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if let FighterState::Wait(_) = state {
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None
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} else {
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Some(state)
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}
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} else if let Some(state) =
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ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
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{
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Some(state)
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} else {
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None
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}
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@@ -6,6 +6,7 @@ use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::FighterState;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::turn;
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use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
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#[derive(Debug, Clone, Hash)]
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@@ -16,7 +17,10 @@ pub struct WalkState {
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impl FighterStateImpl for WalkState {
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const NAME: &'static str = "Walk";
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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if let Some(state) =
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if let Some(state) = turn::check_input(state_context, &self.grounded_common) {
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return Some(state)
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}
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else if let Some(state) =
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ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
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{
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return Some(state);
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+5
-1
@@ -94,6 +94,10 @@ impl FighterInput {
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pub fn reduce_command_lifetime(&mut self, command: FighterCommands) {
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self.command_lifetimes[command] = self.command_lifetimes[command].saturating_sub(1);
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}
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pub fn get_frames_in_smash_move_deadzone(&self) -> u8 {
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self.frames_in_smash_move_deadzone
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}
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}
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/// Turns this frame's rolled-back inputs into per-fighter [`FighterInput`]
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@@ -124,7 +128,7 @@ pub fn postprocess_input(
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if prev_x_abs < reset_deadzone
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|| input.prev_frame.movement.x.signum() != input.current_frame.movement.x.signum()
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{
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input.frames_in_smash_move_deadzone = 0;
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input.frames_in_smash_move_deadzone = 1;
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} else {
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input.frames_in_smash_move_deadzone = input.frames_in_smash_move_deadzone.saturating_add(1);
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}
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+53
-20
@@ -2,37 +2,62 @@ use std::collections::HashMap;
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use bevy_asset_loader::asset_collection::AssetCollection;
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use serde::{Deserialize, Serialize};
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use strum_macros::{EnumIter};
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use strum::IntoEnumIterator;
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use strum_macros::EnumIter;
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use crate::{
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AppState, game_settings::GameSettings, math::{int::FGi32, vec::FGVec2}, stage::{StagePoly, line::{StageCollision, StagePolyLineSegmentType, StagePolyType}},
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AppState,
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game_settings::GameSettings,
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math::{int::FGi32, vec::FGVec2},
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stage::{
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StagePoly,
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line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
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},
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};
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use bevy::prelude::*;
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/// Per-stage presentation tuning for the standard match camera.
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///
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/// Values use gameplay world units on the XY plane
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/// Spatial values use gameplay world units on the XY plane. Angle values use
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/// degrees
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#[derive(Component, Serialize, Deserialize, Clone, Reflect)]
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#[reflect(opaque)]
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pub struct StageCameraProfile {
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/// World-space left edge of the camera range.
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pub left: f32,
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/// World-space right edge of the camera range.
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pub right: f32,
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/// World-space bottom edge of the camera range.
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pub bottom: f32,
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/// World-space top edge of the camera range.
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pub top: f32,
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/// Neutral focus point used for empty framing and dynamic pan calculations.
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pub origin: Vec2,
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/// Vertical perspective field of view for the standard match camera.
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pub vertical_fov_degrees: f32,
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/// Nearest allowed positive Z distance from the gameplay plane.
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pub min_depth: f32,
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/// Farthest allowed positive Z distance from the gameplay plane.
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pub max_depth: f32,
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/// Multiplies fighter camera extents after the player-count scale.
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pub subject_scale: f32,
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/// Multiplies the facing-forward horizontal fighter camera extent.
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pub fighter_forward_extent_scale: f32,
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/// Multiplies the standard camera's interest and eye follow speeds.
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pub tracking_smoothness: f32,
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pub vertical_tilt_degrees: f32,
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pub horizontal_pan_coefficient: f32,
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pub vertical_pan_coefficient: f32,
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/// Constant vertical pitch added after dynamic vertical pan is clamped.
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pub vertical_pan_degrees: f32,
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/// Dynamic horizontal pan in degrees for every world unit from 0,0
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pub horizontal_pan_degrees_per_unit: f32,
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/// Dynamic vertical pan in degrees for every world unit from the vertical reference line
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pub vertical_pan_degrees_per_unit: f32,
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/// Symmetric limit on dynamic horizontal pan, before any other adjustment.
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pub max_horizontal_pan_degrees: f32,
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/// Maximum upward dynamic vertical pan, before constant pitch is added.
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pub max_upward_pan_degrees: f32,
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/// Magnitude of the maximum downward dynamic vertical pan, before constant
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/// pitch is added.
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pub max_downward_pan_degrees: f32,
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pub max_downward_expansion: f32,
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}
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#[derive(Reflect, Serialize, Deserialize, Copy, Clone, Eq, PartialEq, Hash, Debug, EnumIter)]
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@@ -101,7 +126,6 @@ fn fail(next_state: &mut NextState<AppState>, message: &str) {
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next_state.set(AppState::CommonAssetLoadFailed);
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}
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pub fn prepare_stage_manifests(
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mut commands: Commands,
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handles: Res<StageManifestAssets>,
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@@ -154,13 +178,13 @@ pub fn prepare_stage_manifests(
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impl StageManifest {
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pub fn to_collision(&self) -> StageCollision {
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let stage_polys: Vec<StagePoly> = self.polygons.iter().map(|def| {
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StagePoly::build(def.poly_type, &def.lines)
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}).collect();
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StageCollision {
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stage_polys
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}
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let stage_polys: Vec<StagePoly> = self
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.polygons
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.iter()
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.map(|def| StagePoly::build(def.poly_type, &def.lines))
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.collect();
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StageCollision { stage_polys }
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}
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}
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@@ -175,24 +199,33 @@ impl StageCameraProfile {
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&& self.min_depth.is_finite()
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&& self.max_depth.is_finite()
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&& self.subject_scale.is_finite()
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&& self.fighter_forward_extent_scale.is_finite()
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&& self.tracking_smoothness.is_finite()
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&& self.vertical_tilt_degrees.is_finite()
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&& self.horizontal_pan_coefficient.is_finite()
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&& self.vertical_pan_coefficient.is_finite()
|
||||
&& self.vertical_pan_degrees.is_finite()
|
||||
&& self.horizontal_pan_degrees_per_unit.is_finite()
|
||||
&& self.vertical_pan_degrees_per_unit.is_finite()
|
||||
&& self.max_horizontal_pan_degrees.is_finite()
|
||||
&& self.max_upward_pan_degrees.is_finite()
|
||||
&& self.max_downward_pan_degrees.is_finite()
|
||||
&& self.max_downward_expansion.is_finite()
|
||||
&& self.left < self.right
|
||||
&& self.bottom < self.top
|
||||
&& (self.left..=self.right).contains(&self.origin.x)
|
||||
&& (self.bottom..=self.top).contains(&self.origin.y)
|
||||
&& (0.0..180.0).contains(&self.vertical_fov_degrees)
|
||||
&& self.min_depth > 0.0
|
||||
&& self.min_depth <= self.max_depth
|
||||
&& self.subject_scale > 0.0
|
||||
&& self.fighter_forward_extent_scale > 0.0
|
||||
&& self.tracking_smoothness >= 0.0
|
||||
&& self.max_horizontal_pan_degrees >= 0.0
|
||||
&& self.max_upward_pan_degrees >= 0.0
|
||||
&& self.max_downward_pan_degrees >= 0.0
|
||||
&& self.max_downward_expansion >= 0.0
|
||||
&& self.vertical_fov_degrees * 0.5 + self.max_horizontal_pan_degrees < 90.0
|
||||
&& self.vertical_fov_degrees * 0.5
|
||||
+ self.vertical_pan_degrees.abs()
|
||||
+ self
|
||||
.max_upward_pan_degrees
|
||||
.max(self.max_downward_pan_degrees)
|
||||
< 90.0
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user