Implement up smash, dacus and further improve input system. (#88)
Reviewed-on: #88 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #88.
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@@ -1,17 +1,10 @@
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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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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
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UpdateContext,
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air::{self, AirborneStateCommon},
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air_dodge::AirDodgeState,
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ground,
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animation::AnimKind, state::{
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_dodge::AirDodgeState, ground, ground_attack,
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},
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},
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input::{DigitalAction, FighterCommands},
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math::{int::FGi32, vec::FGVec2},
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}, input::{DigitalAction, FighterCommands}, math::{int::FGi32, vec::FGVec2},
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};
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#[derive(Debug, Hash, Clone, Copy)]
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pub enum JumpType {
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@@ -52,6 +45,9 @@ impl FighterStateImpl for JumpSquatState {
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const NAME: &'static str = "JumpSquat";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if let Some(state) = ground_attack::check_interrupt(state_context) {
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return Some(state);
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}
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// Special handling for wavedash from jump squat
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if state_context.input.has_command(FighterCommands::Shield) {
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// If aiming sideways and in the deadzone, do a perfect wavedash
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