Refactor loading

This commit is contained in:
2026-08-26 19:08:58 +02:00
parent 4ff388f9c0
commit 21a5170dbc
40 changed files with 1034 additions and 426 deletions
+32 -24
View File
@@ -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
}
}