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
+27 -29
View File
@@ -3,15 +3,18 @@ use std::time::Duration;
use bevy::prelude::*;
use crate::fighter::{
animation::AnimKind,
state::{
FighterState, FighterStateContext, FighterStateImpl, dash,
fall::FallState,
ground::{self, GroundedMotionResult, GroundedStateCommon},
wait::WaitState,
walk,
animation::AnimKind,
state::{
FighterState, FighterStateContext, FighterStateImpl, dash,
fall::FallState,
ground::{
self, GroundedMotionResult, GroundedStateCommon,
grounded_movement_standstill_common_interrupts,
},
};
wait::WaitState,
walk,
},
};
#[derive(Debug, Clone, Hash)]
pub struct LandingState {
@@ -31,12 +34,10 @@ impl LandingState {
impl FighterStateImpl for LandingState {
const NAME: &'static str = "Landing";
fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
if self.duration_counter >= state_context.fighter_attribs.landing_duration {
Some(FighterState::Wait(WaitState {
grounded_common: self.grounded_common.clone(),
}))
} else if self.duration_counter >= state_context.fighter_attribs.landing_iasa {
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
} else if self.duration_counter >= state_context.fighter_manifest.attributes.landing_iasa {
dash::check_input(state_context, &self.grounded_common).or_else(|| {
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common))
@@ -49,16 +50,17 @@ impl FighterStateImpl for LandingState {
fn update(&mut self, state_context: &mut FighterStateContext) {
self.duration_counter += 1;
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attribs.max_walk_vel {
state_context.fighter_attribs.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_attribs.ground_friction
};
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
@@ -85,10 +87,6 @@ impl FighterStateImpl for LandingState {
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
state_context.animation_transitions.play(
state_context.animation_player,
state_context.animations.clips[&AnimKind::Landing],
Duration::ZERO,
);
state_context.play_animation(AnimKind::Landing, false);
}
}