Refactor loading
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+14
-10
@@ -4,11 +4,11 @@ use bevy::prelude::*;
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use super::{FighterStateContext, FighterStateImpl, ground, walk};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::{FighterState, dash};
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{
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GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
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};
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use crate::fighter::state::{FighterState, dash};
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use crate::fighter::{FighterAttributes, FighterVelocity};
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use crate::game_settings::GameSettings;
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use crate::stage::line::StageLineID;
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@@ -21,17 +21,21 @@ 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: &FighterStateContext) -> Option<FighterState> {
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dash::check_input(state_context, &self.grounded_common).or_else(||
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grounded_movement_common_interrupts(state_context, &self.grounded_common)
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.or_else(|| walk::check_input(state_context, &self.grounded_common)))
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dash::check_input(state_context, &self.grounded_common).or_else(|| {
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grounded_movement_common_interrupts(state_context, &self.grounded_common)
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.or_else(|| walk::check_input(state_context, &self.grounded_common))
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})
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}
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fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
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state_context.animation_transitions.play(
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&mut state_context.animation_player,
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state_context.animations.clips[&AnimKind::Wait],
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Duration::ZERO,
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).repeat();
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state_context
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.animation_transitions
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.play(
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&mut state_context.animation_player,
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state_context.animations.clips[&AnimKind::Wait],
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Duration::ZERO,
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)
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.repeat();
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}
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fn update(&mut self, state_context: &mut super::FighterStateContext) {
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@@ -40,7 +44,7 @@ impl FighterStateImpl for WaitState {
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state_context.fighter_attribs.ground_friction
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* state_context
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.game_settings
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.figher_common
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.fighter_common
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.ground_friction_over_walk_speed_multiplier
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} else {
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state_context.fighter_attribs.ground_friction
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