Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
Reviewed-on: #75 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #75.
This commit is contained in:
@@ -44,6 +44,9 @@ 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_intangible_duration: u32,
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pub air_dodge_intangible_start: u32,
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}
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impl FighterAttributes {
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+18
-3
@@ -41,8 +41,8 @@ use crate::{
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AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
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FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
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FighterStaleMoveQueue,
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}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
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}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
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}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
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}, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
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};
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use state::state_interrupt_system;
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@@ -85,6 +85,14 @@ pub struct FighterHitstop {
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pub remaining_frames: u32,
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}
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#[derive(Component, Default, Copy, Clone, Hash, PartialEq, Eq)]
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pub enum FighterInvulnerabilityState {
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#[default]
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Vulnerable,
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Invulnerable,
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Intangible
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}
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impl FighterFacingDirection {
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fn reverse(&self) -> Self {
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match self {
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@@ -140,7 +148,9 @@ pub struct FighterPendingRespawn(bool);
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FighterPendingRespawn,
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FighterHitstop,
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FighterKnockbackVelocity,
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FighterTranslation
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FighterTranslation,
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FighterInvulnerabilityState,
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FighterInvulnerabilityVisualState,
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)]
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pub struct Fighter {
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pub manifest: Handle<FighterManifest>,
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@@ -229,6 +239,8 @@ impl Plugin for FighterPlugin {
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.checksum_component_with_hash::<FighterPendingRespawn>()
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.rollback_component_with_copy::<FighterHitstop>()
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.checksum_component_with_hash::<FighterHitstop>()
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.rollback_component_with_copy::<FighterInvulnerabilityState>()
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.checksum_component_with_hash::<FighterInvulnerabilityState>()
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.rollback_component_with_copy::<FighterKnockbackVelocity>()
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.checksum_component_with_hash::<FighterKnockbackVelocity>()
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.rollback_resource_with_reflect::<StageCollision>()
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@@ -256,6 +268,9 @@ impl Plugin for FighterPlugin {
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.run_if(crate::debug_tools::attack_hitboxes_enabled)
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.run_if(in_state(AppState::InMatch)),
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)
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.add_systems(FixedPostUpdate,
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visual::update_status_colors.run_if(resource_exists::<GameSettings>)
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)
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.add_systems(
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FixedPostUpdate,
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debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
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@@ -169,6 +169,8 @@ mod tests {
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air_dodge_duration: 0,
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air_dodge_velocity: FGi32::ZERO,
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air_dodge_decay: FGi32::ZERO,
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air_dodge_intangible_duration: 29,
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air_dodge_intangible_start: 4,
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}
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}
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@@ -1,16 +1,13 @@
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use crate::{
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fighter::{
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animation::AnimKind,
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state::{
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FighterInvulnerabilityState, animation::AnimKind, state::{
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
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UpdateContext,
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air::{self, AirborneStateCommon},
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fall::FallState,
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land::LandingType,
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},
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},
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input,
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math::vec::FGVec2,
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}, input, math::vec::FGVec2,
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};
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#[derive(Debug, Clone, Hash)]
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@@ -32,6 +29,12 @@ impl FighterStateImpl for AirDodgeState {
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
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if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
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*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
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} else if state_context.animation_frame >= airdodge_intangible_end {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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}
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state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
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air::apply_air_motion(
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@@ -62,6 +65,14 @@ impl FighterStateImpl for AirDodgeState {
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fn surface_policy(&self) -> super::SurfacePolicy {
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super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
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}
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fn on_exit(&mut self, state_context: &mut super::ExitContext) {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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}
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fn name(&self) -> String {
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Self::NAME.to_owned()
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}
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}
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pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
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@@ -18,10 +18,7 @@ use crate::fighter::state::hitstun::HitstunState;
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use crate::fighter::surface::EcbLockPolicy;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingRespawn,
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FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
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FighterVelocity, FighterDamage,
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Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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@@ -173,6 +170,7 @@ impl EnterContext<'_> {
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pub struct ExitContext<'a> {
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pub hitboxes: &'a mut FighterHitboxes,
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pub surface: &'a mut FighterSurfaceState,
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pub vulnerability: &'a mut FighterInvulnerabilityState,
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}
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pub struct UpdateContext<'a> {
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@@ -183,6 +181,7 @@ pub struct UpdateContext<'a> {
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pub velocity: &'a mut FighterVelocity,
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pub surface: &'a mut FighterSurfaceState,
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pub knockback_velocity: &'a mut FighterKnockbackVelocity,
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pub vulnerability: &'a mut FighterInvulnerabilityState,
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pub game_settings: &'a GameSettings,
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pub animation_frame: u32,
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pub fighter_attributes: &'a FighterAttributes,
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@@ -265,6 +264,7 @@ pub struct FighterFrameQuery {
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pub prev_ecb: &'static FighterPreviousECB,
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pub facing_direction: &'static mut FighterFacingDirection,
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pub animation_frame: &'static mut FighterAnimationFrame,
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pub vulnerability: &'static mut FighterInvulnerabilityState,
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pub fighter: &'static Fighter,
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}
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@@ -330,6 +330,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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ExitContext {
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hitboxes: &mut self.hitboxes,
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surface: &mut self.surface,
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vulnerability: &mut self.vulnerability,
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}
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}
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@@ -350,6 +351,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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knockback_velocity: &mut self.knockback_velocity,
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game_settings,
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animation_frame: self.animation_frame.frame,
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vulnerability: &mut self.vulnerability,
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fighter_attributes: attributes,
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attack_scripts,
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attack_script_assets,
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+64
-1
@@ -1,4 +1,8 @@
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use crate::fighter::baked_animation::BakedFighterAnimations;
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use crate::{
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fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
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game_settings::GameSettings,
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materials::fighter_material::{FighterMaterial, FighterMesh},
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};
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use bevy::prelude::*;
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#[derive(Component, Clone)]
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@@ -6,3 +10,62 @@ pub struct FighterAnimations {
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/// The single animation source for gameplay and the visual skeleton.
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pub baked: Handle<BakedFighterAnimations>,
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}
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#[derive(Component, Clone, Default)]
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pub struct FighterInvulnerabilityVisualState {
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pub last_known_state: FighterInvulnerabilityState,
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pub frames_in_state: u32,
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}
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pub fn update_status_colors(
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mut fighters: Query<(
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&FighterInvulnerabilityState,
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&mut FighterInvulnerabilityVisualState,
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)>,
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meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
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mut materials: ResMut<Assets<FighterMaterial>>,
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game_settings: Res<GameSettings>,
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) {
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for (invuln_state, mut invuln_state_visual) in &mut fighters {
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if *invuln_state != invuln_state_visual.last_known_state {
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invuln_state_visual.last_known_state = *invuln_state;
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invuln_state_visual.frames_in_state = 0;
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}
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}
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for (mesh, mat) in meshes {
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let (_, invuln_state_visual) = fighters
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.get(mesh.fighter)
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.expect("Material should have relevant fighter available");
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let status_color = match invuln_state_visual.last_known_state {
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FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
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FighterInvulnerabilityState::Invulnerable => {
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game_settings.fighter_common.intangible_color
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}
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FighterInvulnerabilityState::Intangible => {
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game_settings.fighter_common.intangible_color
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}
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};
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let intensity = match invuln_state_visual.last_known_state {
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FighterInvulnerabilityState::Vulnerable => 0.0,
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FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
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let cycle_frames = invuln_state_visual.frames_in_state
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% game_settings.fighter_common.intangible_pulse_duration;
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1.0 - cycle_frames as f32
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/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
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}
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};
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let mut material = materials
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.get_mut(mat.id())
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.expect("Material should exist here...");
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material
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.extension
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.update_status_color(status_color.into(), intensity);
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}
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for (_, mut invuln_state_visual) in fighters {
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invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
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}
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}
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