Reviewed-on: #30 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #30.
This commit is contained in:
@@ -1,9 +1,9 @@
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use crate::{
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fighter::{
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animation::AnimKind,
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collision,
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state::{
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FighterState, FighterStateContext, FighterStateImpl, air,
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
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UpdateContext, air,
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fall::FallState,
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ground::GroundedStateCommon,
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land::{LandingState, LandingType},
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@@ -21,7 +21,7 @@ pub struct AirDodgeState {
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impl FighterStateImpl for AirDodgeState {
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const NAME: &'static str = "AirDodge";
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if state_context.is_current_animation_finished() {
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Some(FighterState::Fall(FallState))
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} else {
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@@ -29,8 +29,8 @@ impl FighterStateImpl for AirDodgeState {
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}
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}
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fn update(&mut self, state_context: &mut FighterStateContext) {
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state_context.velocity.0 *= state_context.fighter_manifest.attributes.air_dodge_decay;
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fn update(&mut self, state_context: &mut UpdateContext) {
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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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state_context.velocity,
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@@ -41,9 +41,9 @@ impl FighterStateImpl for AirDodgeState {
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fn check_collision_interrupt(
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&mut self,
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state_context: &mut FighterStateContext,
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state_context: &mut CollisionContext,
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) -> Option<FighterState> {
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if let Some(res) = collision::air_collide_with_stage(state_context) {
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if let Some(res) = state_context.air_collide_with_stage() {
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// Adjust translation
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state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
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let grounded_common = GroundedStateCommon {
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@@ -58,15 +58,15 @@ impl FighterStateImpl for AirDodgeState {
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}
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}
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fn on_enter(&mut self, state_context: &mut FighterStateContext) {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(AnimKind::AirDodge, false);
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state_context.velocity.0 =
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self.direction * state_context.fighter_manifest.attributes.air_dodge_velocity;
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self.direction * state_context.fighter_attributes.air_dodge_velocity;
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}
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}
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pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
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pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
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state_context
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.input
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.has_command(input::FighterCommands::Shield)
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