Implement invulnerability/intangibility and sakurai angle
This commit is contained in:
+28
-8
@@ -11,9 +11,27 @@ pub struct FighterAnimations {
|
||||
pub baked: Handle<BakedFighterAnimations>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Default, PartialEq)]
|
||||
pub enum LastKnownInvulnerabilityState {
|
||||
#[default]
|
||||
Vulnerable,
|
||||
Intangible,
|
||||
Invulnerable,
|
||||
}
|
||||
|
||||
impl From<&FighterInvulnerabilityState> for LastKnownInvulnerabilityState {
|
||||
fn from(value: &FighterInvulnerabilityState) -> Self {
|
||||
match value {
|
||||
FighterInvulnerabilityState::Vulnerable => Self::Vulnerable,
|
||||
FighterInvulnerabilityState::Invulnerable { .. } => Self::Invulnerable,
|
||||
FighterInvulnerabilityState::Intangible { .. } => Self::Intangible,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Clone, Default)]
|
||||
pub struct FighterInvulnerabilityVisualState {
|
||||
pub last_known_state: FighterInvulnerabilityState,
|
||||
pub last_known_state: LastKnownInvulnerabilityState,
|
||||
pub frames_in_state: u32,
|
||||
}
|
||||
|
||||
@@ -27,8 +45,10 @@ pub fn update_status_colors(
|
||||
game_settings: Res<GameSettings>,
|
||||
) {
|
||||
for (invuln_state, mut invuln_state_visual) in &mut fighters {
|
||||
if *invuln_state != invuln_state_visual.last_known_state {
|
||||
invuln_state_visual.last_known_state = *invuln_state;
|
||||
let curr_state = invuln_state.into();
|
||||
let last_known_state = invuln_state_visual.last_known_state;
|
||||
if curr_state != last_known_state {
|
||||
invuln_state_visual.last_known_state = curr_state;
|
||||
invuln_state_visual.frames_in_state = 0;
|
||||
}
|
||||
}
|
||||
@@ -38,18 +58,18 @@ pub fn update_status_colors(
|
||||
.expect("Material should have relevant fighter available");
|
||||
|
||||
let status_color = match invuln_state_visual.last_known_state {
|
||||
FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
|
||||
FighterInvulnerabilityState::Invulnerable => {
|
||||
LastKnownInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
|
||||
LastKnownInvulnerabilityState::Invulnerable => {
|
||||
game_settings.fighter_common.intangible_color
|
||||
}
|
||||
FighterInvulnerabilityState::Intangible => {
|
||||
LastKnownInvulnerabilityState::Intangible => {
|
||||
game_settings.fighter_common.intangible_color
|
||||
}
|
||||
};
|
||||
|
||||
let intensity = match invuln_state_visual.last_known_state {
|
||||
FighterInvulnerabilityState::Vulnerable => 0.0,
|
||||
FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
|
||||
LastKnownInvulnerabilityState::Vulnerable => 0.0,
|
||||
LastKnownInvulnerabilityState::Invulnerable | LastKnownInvulnerabilityState::Intangible => {
|
||||
let cycle_frames = invuln_state_visual.frames_in_state
|
||||
% game_settings.fighter_common.intangible_pulse_duration;
|
||||
1.0 - cycle_frames as f32
|
||||
|
||||
Reference in New Issue
Block a user