Add shifting ECB based on bone positions (melee-like)
CI / build-and-test (pull_request) Successful in 1m33s
CI / production-build (pull_request) Successful in 10m48s

This commit is contained in:
2026-09-25 15:45:55 +02:00
parent d521461625
commit 0cb81ec2e9
17 changed files with 317 additions and 115 deletions
+32 -8
View File
@@ -21,6 +21,7 @@ use crate::fighter::{
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
};
use crate::fighter::surface::EcbLockPolicy;
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
@@ -41,6 +42,12 @@ pub mod turn;
pub mod wait;
pub mod walk;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
Grounded,
Airborne(EcbLockPolicy),
}
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
#[derive(Component, Clone, Debug, Hash)]
@@ -72,6 +79,10 @@ macro_rules! fighter_states {
pub fn is_visually_grounded(&self) -> bool {
match self { $(Self::$variant(s) => s.is_visually_grounded()),* }
}
pub fn surface_policy(&self) -> SurfacePolicy {
match self { $(Self::$variant(s) => s.surface_policy()),* }
}
}
$(impl From<$ty> for FighterState {
@@ -99,6 +110,10 @@ pub trait FighterStateImpl: Sized {
}
fn is_visually_grounded<'a>(&'a self) -> bool;
fn surface_policy(&self) -> SurfacePolicy {
SurfacePolicy::Grounded
}
}
pub struct AnimationStatus {
@@ -173,9 +188,10 @@ pub struct CollisionContext<'a> {
pub prev_translation: &'a FighterPreviousTranslation,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a FighterECB,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
}
impl CollisionContext<'_> {
@@ -218,7 +234,7 @@ pub struct FighterFrameQuery {
pub surface: &'static mut FighterSurfaceState,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static FighterECB,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
@@ -310,15 +326,17 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fn collision_context<'a>(
&'a mut self,
stage_collision: &'a StageCollision,
game_settings: &'a GameSettings,
) -> CollisionContext<'a> {
CollisionContext {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
velocity: &mut self.velocity,
surface: &mut self.surface,
ecb: &self.ecb,
ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration
}
}
}
@@ -373,11 +391,18 @@ fn transition_state(
frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets,
game_settings: &GameSettings,
) {
let old_name = current.name();
let new_name = next.name();
current.on_exit(&mut frame.exit_context());
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
*current = next;
info!("{} -> {}", old_name, new_name);
@@ -448,10 +473,6 @@ pub fn state_interrupt_system(
}
}
if matches!(hitstop_kind, hitstun::HitstopStateKind::Airborne) {
frame.surface.leave_ground();
}
info!("Entering hitstop kind: {:?}", hitstop_kind);
Some(FighterState::Hitstun(HitstunState::new(
reaction,
@@ -475,6 +496,7 @@ pub fn state_interrupt_system(
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
};
}
@@ -484,6 +506,7 @@ pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
@@ -502,7 +525,7 @@ pub fn state_collision_interrupt_system(
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision));
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
if let Some(new_state) = new_state {
transition_state(
&mut state,
@@ -510,6 +533,7 @@ pub fn state_collision_interrupt_system(
&mut frame,
&manifest.attributes,
&attack_script_assets,
&game_settings,
);
}
}