Specify ground to air transitions and thresholds (#41)
CI / build-and-test (push) Successful in 1m10s

Reviewed-on: #41
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #41.
This commit is contained in:
2026-09-17 17:57:57 +00:00
committed by EIREXE
parent 0977de8457
commit b9f1a52bbc
4 changed files with 45 additions and 4 deletions
+16
View File
@@ -9,12 +9,28 @@ use crate::{math::int::FGi32, menus::style::FGUiStyle};
#[reflect(opaque)]
pub struct FighterSettingsCommon {
pub walk_speed_ease: FGi32,
/// Maximum allowed horizontal velocity
pub ground_max_horizontal_velocity: FGi32,
/// Ground friction applied when the fighter is above the walk speed
pub ground_friction_over_walk_speed_multiplier: FGi32,
pub knockback_stacking_window: u32,
pub knockback_decay_per_frame: FGi32,
/// Multiplier that translates knockback -> game unit velocity
pub knockback_launch_velocity_multiplier: FGi32,
pub hitstun_frames_per_unit_knockback: FGi32,
/// If an attack's hitstop > this value it will cause a grounded fighter to either bounce (if a meteor/spike)
/// or to become airborne
pub tumble_bounce_hitstop_threshold: u32,
/// Angle diff from straight down under which the attack will count as a meteor
pub meteor_angle_threshold: FGi32,
/// Angle diff from straight up under which the attack will force an airborne state
pub attack_ground_to_airborne_transition_vertical_angle_threshold: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]