Refactor loading
This commit is contained in:
+18
-19
@@ -1,9 +1,9 @@
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use std::{collections::HashMap, time::Duration};
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use std::time::Duration;
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use bevy::{mesh::skinning::SkinnedMesh, prelude::*};
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use crate::{
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fighter::{FighterECB, FighterTranslation, FighterVisual, visual::FighterAnimations}, player::Player,
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fighter::{FighterECB, FighterFacingDirection, FighterTranslation, FighterVisual, visual::FighterAnimations}, player::Player,
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};
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#[derive(Component)]
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@@ -47,44 +47,43 @@ 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, With<FighterVisual>>) {
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for mut trf in children {
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pub fn apply_animation(children: Query<(&mut Transform, &FighterFacingDirection), With<FighterVisual>>) {
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for (mut trf, facing_direction) in children {
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// Melee model scale is in decimeters
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trf.rotation = Quat::IDENTITY;
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trf.rotate_local_y(std::f32::consts::PI * 0.5);
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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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}
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}
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pub fn animation_init(
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fighters: Query<
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(
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&FighterAnimations,
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&FighterAnimationPlayerLink,
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),
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Added<FighterAnimationPlayerLink>
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(&FighterAnimations, &FighterAnimationPlayerLink),
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Added<FighterAnimationPlayerLink>,
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>,
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mut commands: Commands,
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mut anim_player_query: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>
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mut anim_player_query: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
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) {
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for (anim, link) in fighters {
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commands.entity(link.0).insert(
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AnimationGraphHandle(anim.graph.clone())
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);
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commands
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.entity(link.0)
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.insert(AnimationGraphHandle(anim.graph.clone()));
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info!("BEGIN! {:?}", fighters);
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if let Ok((mut player, mut transitions)) = anim_player_query.get_mut(link.0) {
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info!("DOS");
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transitions.play(&mut player, anim.clips[&AnimKind::Wait], Duration::ZERO).repeat();
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transitions
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.play(&mut player, anim.clips[&AnimKind::Wait], Duration::ZERO)
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.repeat();
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}
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}
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, serde::Deserialize)]
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#[derive(
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Debug, Clone, Copy, PartialEq, Eq, Hash, serde::Deserialize, serde::Serialize, Reflect,
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)]
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pub enum AnimKind {
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Wait,
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Walk,
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Run,
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Dash,
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JumpSquat,
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}
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#[derive(serde::Deserialize, bevy::asset::Asset, bevy::reflect::TypePath)]
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pub struct AnimManifest(pub HashMap<AnimKind, String>);
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@@ -1,11 +1,13 @@
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use bevy::prelude::*;
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use serde::{Deserialize, Serialize};
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use crate::{input::FighterInputFrame, math::int::FGi32};
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/// Per-fighter tuning values. These are character data, not global rules —
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/// anything that applies to every fighter belongs in
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/// [`crate::game_settings::FighterSettingsCommon`] instead.
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#[derive(Component, Clone, Copy)]
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#[derive(Asset, Component, Clone, Copy, Reflect, Serialize, Deserialize)]
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#[reflect(opaque)]
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pub struct FighterAttributes {
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pub base_walk_accel: FGi32,
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pub stick_walk_accel: FGi32,
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@@ -19,7 +21,9 @@ pub struct FighterAttributes {
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pub max_dash_vel: FGi32,
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pub jumpsquat_duration: u32,
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pub jump_vertical_velocity: FGi32,
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pub short_hop_vertical_velocity: FGi32,
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pub full_jump_vertical_velocity: FGi32,
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pub jump_horizontal_velocity: FGi32,
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pub ground_friction: FGi32,
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pub terminal_velocity: FGi32,
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@@ -27,7 +31,11 @@ pub struct FighterAttributes {
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}
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impl FighterAttributes {
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pub fn get_accel_and_target_dashrun(&self, input: &FighterInputFrame, direction: FGi32) -> (FGi32, FGi32) {
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pub fn get_accel_and_target_dashrun(
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&self,
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input: &FighterInputFrame,
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direction: FGi32,
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) -> (FGi32, FGi32) {
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let accel = input.movement.x * self.stick_dash_accel;
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let accel = accel + direction * self.base_dash_accel;
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let target_vel = input.movement.x * self.max_dash_vel;
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@@ -45,3 +53,7 @@ impl FighterAttributes {
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(accel, target_vel)
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}
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}
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pub struct FighterAttributesLink {
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attributes: Handle<FighterAttributes>,
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}
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+17
-4
@@ -9,11 +9,24 @@ use crate::fighter::state::StateNameDebug;
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use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity};
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use crate::input::FighterInput;
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pub fn debug_draw_ecb(ecbs: Query<(&FighterECB, &FighterTranslation, &FighterPreviousECB, &FighterPreviousTranslation)>, mut gizmos: Gizmos) {
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pub fn debug_draw_ecb(
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ecbs: Query<(
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&FighterECB,
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&FighterTranslation,
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&FighterPreviousECB,
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&FighterPreviousTranslation,
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)>,
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mut gizmos: Gizmos,
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) {
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for (ecb, trf, ecb_prev, trf_prev) in ecbs {
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let transformed = ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
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let transformed =
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ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
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gizmos.lineloop(transformed, YELLOW);
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let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(trf_prev.x.to_num(), trf_prev.y.to_num(), -0.1));
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let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
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trf_prev.x.to_num(),
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trf_prev.y.to_num(),
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-0.1,
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));
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gizmos.lineloop(prev_transformed, ORANGE);
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}
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}
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@@ -44,4 +57,4 @@ pub fn update_config(
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config.depth_bias = if config.depth_bias == 0. { -1. } else { 0. };
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}
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}
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}
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}
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+1
-3
@@ -28,9 +28,7 @@ impl From<FighterECB> for FighterPreviousECB {
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}
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}
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pub fn snapshot_fighter_ecb(
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fighters: Query<(&FighterECB, &mut FighterPreviousECB)>,
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) {
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pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousECB)>) {
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for (ecb, mut previous_ecb) in fighters {
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*previous_ecb = (*ecb).into();
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}
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@@ -0,0 +1,122 @@
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use std::collections::HashMap;
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use bevy::{asset::UntypedHandle, prelude::*};
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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::IntoEnumIterator;
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use strum_macros::EnumIter;
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use crate::{
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AppState,
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fighter::{FighterAttributes, animation::AnimKind},
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game_settings::GameSettings,
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};
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize, Reflect, EnumIter)]
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pub enum FighterId {
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TestFighter,
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}
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#[derive(Serialize, Deserialize, Clone, Asset, Reflect)]
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pub struct FighterManifest {
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pub id: FighterId,
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pub model_path: String,
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pub attributes: FighterAttributes,
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pub animations: HashMap<AnimKind, String>,
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}
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#[derive(Resource)]
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pub struct FighterManifestAssets(pub Vec<Handle<FighterManifest>>);
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impl FighterManifestAssets {
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fn requested(world: &World) -> Self {
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let settings = world.resource::<GameSettings>();
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let asset_server = world.resource::<AssetServer>();
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Self(
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settings
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.fighter_manifest_paths
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.iter()
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.map(|path| asset_server.load(path.clone()))
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.collect(),
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)
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}
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}
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impl AssetCollection for FighterManifestAssets {
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fn create(world: &mut World) -> Self {
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Self::requested(world)
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}
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fn load(world: &mut World) -> Vec<UntypedHandle> {
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Self::requested(world)
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.0
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.into_iter()
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.map(Handle::untyped)
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.collect()
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}
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}
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#[derive(Resource)]
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pub struct FighterManifestRegistry(HashMap<FighterId, Handle<FighterManifest>>);
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impl FighterManifestRegistry {
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pub fn get(&self, fighter: FighterId) -> Option<&Handle<FighterManifest>> {
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self.0.get(&fighter)
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}
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}
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pub fn prepare_fighter_manifests(
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mut commands: Commands,
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handles: Res<FighterManifestAssets>,
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manifests: Res<Assets<FighterManifest>>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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let mut registry = HashMap::with_capacity(handles.0.len());
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for handle in &handles.0 {
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let Some(manifest) = manifests.get(handle) else {
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fail(&mut next_state, "a loaded fighter manifest is unavailable");
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return;
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};
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if manifest.model_path.is_empty() {
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fail(
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&mut next_state,
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&format!("{:?} has an empty model path", manifest.id),
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);
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return;
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}
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if !manifest.animations.contains_key(&AnimKind::Wait) {
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fail(
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&mut next_state,
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&format!("{:?} has no Wait animation", manifest.id),
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);
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return;
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}
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if registry.insert(manifest.id, handle.clone()).is_some() {
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fail(
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&mut next_state,
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&format!("duplicate manifest for {:?}", manifest.id),
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);
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return;
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}
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}
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for fighter in FighterId::iter() {
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if !registry.contains_key(&fighter) {
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fail(
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&mut next_state,
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&format!("no manifest configured for {fighter:?}"),
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);
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return;
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}
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}
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commands.insert_resource(FighterManifestRegistry(registry));
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next_state.set(AppState::Idle);
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}
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fn fail(next_state: &mut NextState<AppState>, message: &str) {
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error!("Fighter manifest preparation failed: {message}");
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next_state.set(AppState::CommonAssetLoadFailed);
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}
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+23
-21
@@ -10,6 +10,7 @@ pub mod attributes;
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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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pub mod manifest;
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pub mod motion;
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pub mod state;
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pub mod visual;
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@@ -20,6 +21,7 @@ pub mod visual;
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// silently change what this module exports.
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pub use attributes::FighterAttributes;
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pub use ecb::FighterECB;
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pub use manifest::FighterId;
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pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded};
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use crate::{
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@@ -41,12 +43,21 @@ use state::state_interrupt_system;
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#[derive(Default)]
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pub struct FighterPlugin;
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#[derive(Component, Copy, Clone, Hash)]
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#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect)]
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pub enum FighterFacingDirection {
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Left,
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Right,
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}
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impl FighterFacingDirection {
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pub fn to_sign(&self) -> FGi32 {
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match self {
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FighterFacingDirection::Left => FGi32::NEG_ONE,
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FighterFacingDirection::Right => FGi32::ONE,
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}
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}
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}
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#[derive(Component)]
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#[require(Transform)]
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pub struct FighterVisual;
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@@ -105,41 +116,32 @@ impl Plugin for FighterPlugin {
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.add_systems(EguiPrimaryContextPass, debug::fighter_debug)
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.add_systems(EguiPrimaryContextPass, debug::update_config)
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.rollback_component_with_clone::<FighterState>()
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.checksum_component_with_hash::<FighterState>();
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.checksum_component_with_hash::<FighterState>()
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.register_type::<FighterFacingDirection>();
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}
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}
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pub fn spawn_fighter(
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commands: &mut Commands,
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player_handle: usize,
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spawn_position: FGVec2,
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attributes: FighterAttributes,
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animations: FighterAnimations,
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visual_root: WorldAssetRoot,
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) {
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commands.spawn((
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Name("Fighter".into()),
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Player { handle: 0 },
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Name(format!("Fighter {player_handle}").into()),
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Player {
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handle: player_handle,
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},
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FighterFacingDirection::Right,
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FighterECB {
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vertical_half: FGi32::lit("5.0"),
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horizontal_half: FGi32::lit("2.5"),
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},
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FighterVelocity::default(),
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FighterTranslation(FGVec2::lit("5.0", "12.5")),
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FighterAttributes {
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base_walk_accel: FGi32::lit("0.1"),
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stick_walk_accel: FGi32::lit("0.16"),
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max_walk_vel: FGi32::lit("0.7"),
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ground_friction: FGi32::lit("0.09"),
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dash_acceleration_duration: 13,
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dash_duration: 24,
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base_dash_accel: FGi32::lit("0.02"),
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stick_dash_accel: FGi32::lit("0.065"),
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max_dash_vel: FGi32::lit("1.1"),
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jump_vertical_velocity: FGi32::lit("2.5"),
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dash_initial_velocity: FGi32::lit("1.4"),
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terminal_velocity: FGi32::lit("2.8"),
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gravity: FGi32::lit("0.23"),
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jumpsquat_duration: 4,
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},
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FighterTranslation(spawn_position),
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attributes,
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visual_root,
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animations,
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FighterState::Fall(FallState),
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@@ -33,9 +33,7 @@ pub fn apply_air_motion(
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}
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}
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pub fn copy_fighter_transform_to_visuals(
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fighters: Query<(&FighterTranslation, &mut Transform)>,
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) {
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pub fn copy_fighter_transform_to_visuals(fighters: Query<(&FighterTranslation, &mut Transform)>) {
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for (translation, mut transform) in fighters {
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transform.translation = Vec3::new(translation.x.to_num(), translation.y.to_num(), 0.0);
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}
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@@ -1,6 +1,6 @@
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use bevy::prelude::*;
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use crate::fighter::{*};
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use crate::fighter::*;
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pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
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velocity.y -= attributes.gravity;
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@@ -15,4 +15,4 @@ pub fn apply_air_motion(
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// Vertical velocity should be 0 on the ground
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prev_translation.0 = translation.0;
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translation.0 += velocity.0;
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}
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}
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+35
-27
@@ -3,13 +3,13 @@ use std::time::Duration;
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use bevy::prelude::*;
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use super::{FighterStateImpl, FighterStateContext, ground, run, wait, walk};
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use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
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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::ground::{GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::wait::WaitState;
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use crate::fighter::state::{FighterState};
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use crate::fighter::{FighterAttributes, FighterVelocity, collision};
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use crate::fighter::{FighterAttributes, FighterFacingDirection, FighterVelocity, collision};
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use crate::game_settings::GameSettings;
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use crate::input::{
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FighterCommands::{SmashMoveLeft, SmashMoveRight},
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@@ -20,33 +20,30 @@ use crate::math::int::FGi32;
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#[derive(Debug, Clone)]
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pub struct DashState {
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frames_in_dash: u32,
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direction: FGi32,
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ground_common: GroundedStateCommon
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direction: FighterFacingDirection,
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ground_common: GroundedStateCommon,
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}
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impl std::hash::Hash for DashState {
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fn hash<H: Hasher>(&self, state: &mut H) {
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self.direction.to_bits().hash(state);
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self.direction.hash(state);
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self.frames_in_dash.hash(state);
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}
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}
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impl DashState {
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pub fn new(direction: FGi32, ground_common: GroundedStateCommon) -> Self {
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pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
|
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Self {
|
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frames_in_dash: 0,
|
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direction,
|
||||
ground_common
|
||||
ground_common,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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impl FighterStateImpl for DashState {
|
||||
const NAME: &'static str = "Dash";
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fn check_interrupt(
|
||||
&self,
|
||||
state_context: &FighterStateContext,
|
||||
) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
|
||||
if self.frames_in_dash > state_context.fighter_attribs.dash_duration {
|
||||
run::check_input(state_context, &self.ground_common)
|
||||
.or_else(|| walk::check_input(state_context, &self.ground_common))
|
||||
@@ -58,13 +55,20 @@ impl FighterStateImpl for DashState {
|
||||
} else {
|
||||
check_smash_input_with_dir(state_context)
|
||||
.filter(|dir| *dir != self.direction)
|
||||
.and_then(|dir| Some(FighterState::Dash(DashState::new(dir, self.ground_common.clone()))))
|
||||
.and_then(|dir| {
|
||||
Some(FighterState::Dash(DashState::new(
|
||||
dir,
|
||||
self.ground_common.clone(),
|
||||
)))
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
*state_context.facing_direction = self.direction;
|
||||
state_context.input.clear_buffer();
|
||||
state_context.velocity.x = state_context.fighter_attribs.dash_initial_velocity * self.direction;
|
||||
state_context.velocity.x =
|
||||
state_context.fighter_attribs.dash_initial_velocity * self.direction.to_sign();
|
||||
|
||||
state_context.animation_transitions.play(
|
||||
&mut state_context.animation_player,
|
||||
@@ -72,14 +76,16 @@ impl FighterStateImpl for DashState {
|
||||
Duration::ZERO,
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
self.frames_in_dash += 1;
|
||||
|
||||
info!("{}", self.frames_in_dash);
|
||||
|
||||
let last_frame = state_context.input.get_last_frame();
|
||||
let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_dashrun(&last_frame, self.direction);
|
||||
let (accel, target_vel) = state_context
|
||||
.fighter_attribs
|
||||
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
|
||||
let accel = ground::compute_ground_accel(
|
||||
accel,
|
||||
target_vel,
|
||||
@@ -100,11 +106,9 @@ impl FighterStateImpl for DashState {
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
|
||||
state_context,
|
||||
&mut self.ground_common,
|
||||
true
|
||||
) {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
@@ -112,16 +116,20 @@ impl FighterStateImpl for DashState {
|
||||
}
|
||||
}
|
||||
|
||||
fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<FGi32> {
|
||||
fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<FighterFacingDirection> {
|
||||
if state_context.input.has_command(SmashMoveLeft) {
|
||||
return Some(FGi32::NEG_ONE);
|
||||
return Some(FighterFacingDirection::Left);
|
||||
} else if state_context.input.has_command(SmashMoveRight) {
|
||||
return Some(FGi32::ONE);
|
||||
return Some(FighterFacingDirection::Right);
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(state_context: &FighterStateContext, ground_common: &GroundedStateCommon) -> Option<FighterState> {
|
||||
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
ground_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
check_smash_input_with_dir(state_context)
|
||||
.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
|
||||
}
|
||||
|
||||
+12
-12
@@ -1,9 +1,9 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::{FighterStateImpl, FighterStateContext, ground, walk};
|
||||
use crate::fighter::state::{FighterState, air};
|
||||
use super::{FighterStateContext, FighterStateImpl, ground, walk};
|
||||
use crate::fighter::state::ground::GroundedStateCommon;
|
||||
use crate::fighter::state::wait::WaitState;
|
||||
use crate::fighter::state::{FighterState, air};
|
||||
use crate::fighter::{FighterAttributes, FighterVelocity, collision, motion};
|
||||
use crate::game_settings::GameSettings;
|
||||
use crate::stage::line::StageCollision;
|
||||
@@ -13,18 +13,19 @@ pub struct FallState;
|
||||
|
||||
impl FighterStateImpl for FallState {
|
||||
const NAME: &'static str = "Fall";
|
||||
fn check_interrupt(
|
||||
&self,
|
||||
state_context: &FighterStateContext,
|
||||
) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
|
||||
None
|
||||
}
|
||||
|
||||
|
||||
fn on_enter(&mut self, _state_context: &mut super::FighterStateContext) {}
|
||||
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
air::integrate_gravity(state_context.velocity, state_context.fighter_attribs);
|
||||
air::apply_air_motion(state_context.velocity, state_context.translation, state_context.prev_translation);
|
||||
air::apply_air_motion(
|
||||
state_context.velocity,
|
||||
state_context.translation,
|
||||
state_context.prev_translation,
|
||||
);
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
@@ -35,9 +36,9 @@ impl FighterStateImpl for FallState {
|
||||
// Adjust translation
|
||||
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
|
||||
let grounded_common = GroundedStateCommon {
|
||||
current_line_id: res.line_id
|
||||
current_line_id: res.line_id,
|
||||
};
|
||||
Some(FighterState::Wait(WaitState { grounded_common } ))
|
||||
Some(FighterState::Wait(WaitState { grounded_common }))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
@@ -52,4 +53,3 @@ pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState>
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
|
||||
@@ -44,7 +44,7 @@ pub fn compute_ground_accel(
|
||||
} else {
|
||||
let mut accel = accel;
|
||||
let ground_max_horizontal_velocity =
|
||||
game_settings.figher_common.ground_max_horizontal_velocity;
|
||||
game_settings.fighter_common.ground_max_horizontal_velocity;
|
||||
if !(gr_vel * accel < FGi32::ZERO) {
|
||||
// accelerating, not reversing
|
||||
if accel > FGi32::ZERO {
|
||||
@@ -146,7 +146,7 @@ pub fn collide_with_stage_grounded(
|
||||
|
||||
pub fn grounded_movement_common_interrupts(
|
||||
state_context: &FighterStateContext,
|
||||
ground_common: &GroundedStateCommon
|
||||
ground_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
super::jump::check_input(state_context, ground_common)
|
||||
}
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
use std::time::Duration;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
fighter::state::{
|
||||
fighter::{animation::AnimKind, state::{
|
||||
FighterState, FighterStateContext, FighterStateImpl,
|
||||
fall::FallState,
|
||||
ground::{self, GroundedMotionResult, GroundedStateCommon},
|
||||
},
|
||||
input::FighterCommands,
|
||||
}}, input::FighterCommands,
|
||||
};
|
||||
|
||||
pub enum JumpType {
|
||||
@@ -52,7 +53,7 @@ impl FighterStateImpl for JumpSquatState {
|
||||
state_context.fighter_attribs.ground_friction
|
||||
* state_context
|
||||
.game_settings
|
||||
.figher_common
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
state_context.fighter_attribs.ground_friction
|
||||
@@ -81,6 +82,17 @@ impl FighterStateImpl for JumpSquatState {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
fn play_animation(
|
||||
&self,
|
||||
transitions: &mut AnimationTransitions,
|
||||
player: &mut AnimationPlayer,
|
||||
anims: &crate::fighter::visual::FighterAnimations,
|
||||
) {
|
||||
transitions.play(player, anims.clips[&AnimKind::JumpSquat], Duration::ZERO);
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
|
||||
}
|
||||
|
||||
impl FighterStateImpl for JumpState {
|
||||
@@ -99,7 +111,5 @@ pub fn check_input(
|
||||
state_context
|
||||
.input
|
||||
.has_command(FighterCommands::Jump)
|
||||
.then(|| FighterState::JumpSquat(JumpSquatState::create(
|
||||
ground_common.clone(),
|
||||
)))
|
||||
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
|
||||
}
|
||||
|
||||
@@ -9,7 +9,7 @@ use crate::fighter::animation::FighterAnimationPlayerLink;
|
||||
use crate::fighter::ecb::FighterPreviousECB;
|
||||
use crate::fighter::visual::FighterAnimations;
|
||||
use crate::fighter::{
|
||||
FighterAttributes, FighterECB, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
|
||||
FighterAttributes, FighterECB, FighterFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
|
||||
};
|
||||
use crate::game_settings::GameSettings;
|
||||
use crate::input::FighterInput;
|
||||
@@ -88,6 +88,7 @@ pub struct FighterStateContext<'a> {
|
||||
pub ecb: &'a mut FighterECB,
|
||||
pub prev_ecb: &'a mut FighterPreviousECB,
|
||||
pub fighter_attribs: &'a FighterAttributes,
|
||||
pub facing_direction: &'a mut FighterFacingDirection,
|
||||
pub game_settings: &'a GameSettings,
|
||||
pub stage_collision: &'a StageCollision,
|
||||
pub animations: &'a FighterAnimations,
|
||||
@@ -114,6 +115,7 @@ pub struct FighterFrameQuery {
|
||||
pub velocity: &'static mut FighterVelocity,
|
||||
pub ecb: &'static mut FighterECB,
|
||||
pub prev_ecb: &'static mut FighterPreviousECB,
|
||||
pub facing_direction: &'static mut FighterFacingDirection,
|
||||
pub attributes: &'static FighterAttributes,
|
||||
}
|
||||
|
||||
@@ -133,6 +135,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
|
||||
velocity: &mut self.velocity,
|
||||
ecb: &mut self.ecb,
|
||||
prev_ecb: &mut self.prev_ecb,
|
||||
facing_direction: &mut self.facing_direction,
|
||||
fighter_attribs: self.attributes,
|
||||
game_settings,
|
||||
stage_collision,
|
||||
|
||||
+32
-24
@@ -2,7 +2,7 @@ use std::time::Duration;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::{FighterStateImpl, FighterStateContext, ground, wait, walk};
|
||||
use super::{FighterStateContext, FighterStateImpl, ground, wait, walk};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::FighterState;
|
||||
use crate::fighter::state::fall::FallState;
|
||||
@@ -14,34 +14,39 @@ use crate::math::int::FGi32;
|
||||
|
||||
#[derive(Component, Debug, Clone, Hash)]
|
||||
pub struct RunState {
|
||||
pub grounded_common: GroundedStateCommon
|
||||
pub grounded_common: GroundedStateCommon,
|
||||
}
|
||||
|
||||
impl FighterStateImpl for RunState {
|
||||
const NAME: &'static str = "Run";
|
||||
fn check_interrupt(
|
||||
&self,
|
||||
state_context: &FighterStateContext,
|
||||
) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold {
|
||||
if input_frame.movement.x.abs()
|
||||
>= state_context.game_settings.input_common.run_stick_threshold
|
||||
{
|
||||
None
|
||||
} else {
|
||||
walk::check_input(state_context, &self.grounded_common).or_else(|| wait::check_input(state_context, &self.grounded_common))
|
||||
walk::check_input(state_context, &self.grounded_common)
|
||||
.or_else(|| wait::check_input(state_context, &self.grounded_common))
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
state_context.animation_transitions.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Run],
|
||||
Duration::ZERO,
|
||||
).repeat();
|
||||
state_context
|
||||
.animation_transitions
|
||||
.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Run],
|
||||
Duration::ZERO,
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
let last_frame = state_context.input.get_last_frame();
|
||||
let (accel, target_vel) = state_context.fighter_attribs.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
|
||||
let (accel, target_vel) = state_context
|
||||
.fighter_attribs
|
||||
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
|
||||
let accel = ground::compute_ground_accel(
|
||||
accel,
|
||||
target_vel,
|
||||
@@ -62,11 +67,9 @@ impl FighterStateImpl for RunState {
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(
|
||||
state_context,
|
||||
&mut self.grounded_common,
|
||||
false
|
||||
) {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
@@ -74,11 +77,16 @@ impl FighterStateImpl for RunState {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(state_context: &FighterStateContext, ground_state_common: &GroundedStateCommon) -> Option<FighterState> {
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
ground_state_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
|
||||
{
|
||||
return Some(FighterState::Run(RunState { grounded_common: ground_state_common.clone() }));
|
||||
return Some(FighterState::Run(RunState {
|
||||
grounded_common: ground_state_common.clone(),
|
||||
}));
|
||||
}
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
+14
-10
@@ -4,11 +4,11 @@ use bevy::prelude::*;
|
||||
|
||||
use super::{FighterStateContext, FighterStateImpl, ground, walk};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::{FighterState, dash};
|
||||
use crate::fighter::state::fall::FallState;
|
||||
use crate::fighter::state::ground::{
|
||||
GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
|
||||
};
|
||||
use crate::fighter::state::{FighterState, dash};
|
||||
use crate::fighter::{FighterAttributes, FighterVelocity};
|
||||
use crate::game_settings::GameSettings;
|
||||
use crate::stage::line::StageLineID;
|
||||
@@ -21,17 +21,21 @@ pub struct WaitState {
|
||||
impl FighterStateImpl for WaitState {
|
||||
const NAME: &'static str = "Wait";
|
||||
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
|
||||
dash::check_input(state_context, &self.grounded_common).or_else(||
|
||||
grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
.or_else(|| walk::check_input(state_context, &self.grounded_common)))
|
||||
dash::check_input(state_context, &self.grounded_common).or_else(|| {
|
||||
grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
.or_else(|| walk::check_input(state_context, &self.grounded_common))
|
||||
})
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
state_context.animation_transitions.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Wait],
|
||||
Duration::ZERO,
|
||||
).repeat();
|
||||
state_context
|
||||
.animation_transitions
|
||||
.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Wait],
|
||||
Duration::ZERO,
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
@@ -40,7 +44,7 @@ impl FighterStateImpl for WaitState {
|
||||
state_context.fighter_attribs.ground_friction
|
||||
* state_context
|
||||
.game_settings
|
||||
.figher_common
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
state_context.fighter_attribs.ground_friction
|
||||
|
||||
@@ -24,11 +24,14 @@ impl FighterStateImpl for WalkState {
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
state_context.animation_transitions.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Walk],
|
||||
Duration::ZERO,
|
||||
).repeat();
|
||||
state_context
|
||||
.animation_transitions
|
||||
.play(
|
||||
&mut state_context.animation_player,
|
||||
state_context.animations.clips[&AnimKind::Walk],
|
||||
Duration::ZERO,
|
||||
)
|
||||
.repeat();
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
|
||||
+2
-90
@@ -1,98 +1,10 @@
|
||||
use bevy::gltf::Gltf;
|
||||
use bevy::prelude::*;
|
||||
use std::collections::HashMap;
|
||||
|
||||
use crate::{AppState, fighter::{
|
||||
animation::{AnimKind, AnimManifest},
|
||||
spawn_fighter,
|
||||
}};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
|
||||
// One entry per character being loaded
|
||||
pub struct PendingCharacter {
|
||||
pub id: String,
|
||||
pub gltf: Handle<Gltf>,
|
||||
pub manifest: Handle<AnimManifest>,
|
||||
pub resolved: bool,
|
||||
}
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub struct CharacterLoadQueue(pub Vec<PendingCharacter>);
|
||||
|
||||
#[derive(Component)]
|
||||
#[derive(Component, Clone)]
|
||||
pub struct FighterAnimations {
|
||||
pub graph: Handle<AnimationGraph>,
|
||||
pub clips: HashMap<AnimKind, AnimationNodeIndex>,
|
||||
}
|
||||
|
||||
pub fn start_loading(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
let queue = vec![PendingCharacter {
|
||||
id: "jigglypuff".to_owned(),
|
||||
gltf: asset_server.load(format!("fighters/jiggs/jigglypuff-normal.glb")),
|
||||
manifest: asset_server.load(format!("fighters/jiggs/jigglypuff-anims.ron")),
|
||||
resolved: false,
|
||||
}];
|
||||
|
||||
commands.insert_resource(CharacterLoadQueue(queue));
|
||||
}
|
||||
|
||||
pub fn resolve_character_assets(
|
||||
mut commands: Commands,
|
||||
mut queue: ResMut<CharacterLoadQueue>,
|
||||
gltf_assets: Res<Assets<Gltf>>,
|
||||
manifest_assets: Res<Assets<AnimManifest>>,
|
||||
mut graphs: ResMut<Assets<AnimationGraph>>,
|
||||
anim_clips: Res<Assets<AnimationClip>>,
|
||||
mut next_state: ResMut<NextState<AppState>>,
|
||||
) {
|
||||
for pending in queue.0.iter_mut().filter(|p| !p.resolved) {
|
||||
let (Some(gltf), Some(manifest)) = (
|
||||
gltf_assets.get(&pending.gltf),
|
||||
manifest_assets.get(&pending.manifest),
|
||||
) else {
|
||||
continue; // still loading, try again next frame
|
||||
};
|
||||
|
||||
let mut graph = AnimationGraph::new();
|
||||
let mut clips = HashMap::new();
|
||||
let mut missing = Vec::new();
|
||||
|
||||
for (kind, clip_name) in manifest.0.iter() {
|
||||
match gltf.named_animations.get(clip_name.as_str()) {
|
||||
Some(clip_handle) => {
|
||||
let animation = anim_clips.get(clip_handle);
|
||||
info!("{clip_name}, {}", animation.unwrap().duration());
|
||||
let node = graph.add_clip(clip_handle.clone(), 1.0, graph.root);
|
||||
clips.insert(*kind, node);
|
||||
}
|
||||
None => missing.push(clip_name.clone()),
|
||||
}
|
||||
}
|
||||
|
||||
if !missing.is_empty() {
|
||||
panic!(
|
||||
"character '{}': manifest references animations not found in glb: {:?}",
|
||||
pending.id, missing
|
||||
);
|
||||
}
|
||||
|
||||
let graph_handle = graphs.add(graph);
|
||||
|
||||
|
||||
spawn_fighter(
|
||||
&mut commands,
|
||||
FighterAnimations {
|
||||
graph: graph_handle,
|
||||
clips,
|
||||
},
|
||||
WorldAssetRoot(gltf.scenes[0].clone()),
|
||||
);
|
||||
|
||||
pending.resolved = true;
|
||||
}
|
||||
|
||||
// All done? Move on.
|
||||
if queue.0.iter().all(|p| p.resolved) {
|
||||
next_state.set(AppState::InGame);
|
||||
commands.remove_resource::<CharacterLoadQueue>();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user