Add animation baking system

This commit is contained in:
2026-08-28 23:05:36 +02:00
parent c1315e09b6
commit c3f1074fe1
30 changed files with 1200 additions and 244 deletions
+29 -21
View File
@@ -4,11 +4,11 @@ use std::time::Duration;
use bevy::prelude::*;
use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::FighterFacingDirection;
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone)]
@@ -37,9 +37,9 @@ impl DashState {
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_attribs;
let attributes = ctx.fighter_manifest.attributes;
// A reverse dash can interrupt before IASA
if let Some(direction) =
@@ -70,42 +70,48 @@ impl FighterStateImpl for DashState {
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
*state_context.facing_direction = self.direction;
state_context.velocity.x =
state_context.fighter_attribs.dash_initial_velocity * self.direction.to_sign();
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.dash_initial_velocity
* self.direction.to_sign();
state_context.animation_transitions.play(
&mut state_context.animation_player,
state_context.animations.clips[&AnimKind::Dash],
Duration::ZERO,
);
state_context.play_animation(AnimKind::Dash, false);
match state_context.facing_direction {
FighterFacingDirection::Left => {
state_context.input.clear_command(crate::input::FighterCommands::SmashMoveLeft);
},
state_context
.input
.clear_command(crate::input::FighterCommands::SmashMoveLeft);
}
FighterFacingDirection::Right => {
state_context.input.clear_command(crate::input::FighterCommands::SmashMoveRight);
},
state_context
.input
.clear_command(crate::input::FighterCommands::SmashMoveRight);
}
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
self.frames_in_dash += 1;
if self.frames_in_dash < state_context.fighter_attribs.dash_acceleration_duration {
}
if self.frames_in_dash
< state_context
.fighter_manifest
.attributes
.dash_acceleration_duration
{}
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_attribs
.fighter_manifest
.attributes
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
state_context.fighter_attribs,
&state_context.fighter_manifest.attributes,
state_context.game_settings,
);
state_context.velocity.x += accel;
@@ -131,7 +137,9 @@ impl FighterStateImpl for DashState {
}
}
fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<FighterFacingDirection> {
fn check_smash_input_with_dir(
state_context: &FighterStateContext,
) -> Option<FighterFacingDirection> {
if state_context.input.has_command(SmashMoveLeft) {
return Some(FighterFacingDirection::Left);
} else if state_context.input.has_command(SmashMoveRight) {