Add animation baking system
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+31
-24
@@ -8,7 +8,7 @@ use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{
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GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts,
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};
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use crate::fighter::state::{FighterState, dash};
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use crate::fighter::state::{FighterState, dash, turn};
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#[derive(Debug, Clone, Hash)]
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pub struct WaitState {
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@@ -17,35 +17,42 @@ pub struct WaitState {
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impl FighterStateImpl for WaitState {
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const NAME: &'static str = "Wait";
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
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dash::check_input(state_context, &self.grounded_common).or_else(|| {
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grounded_movement_common_interrupts(state_context, &self.grounded_common)
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.or_else(|| walk::check_input(state_context, &self.grounded_common))
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})
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
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state_context,
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&self.grounded_common,
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) {
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// Prevent transitioning into myself
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if let FighterState::Wait(_) = state {
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None
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} else {
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Some(state)
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}
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} else if let Some(state) =
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ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
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{
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Some(state)
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} else {
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None
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}
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}
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fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
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state_context
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.animation_transitions
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.play(
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&mut state_context.animation_player,
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state_context.animations.clips[&AnimKind::Wait],
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Duration::ZERO,
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)
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.repeat();
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state_context.play_animation(AnimKind::Wait, true);
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}
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fn update(&mut self, state_context: &mut super::FighterStateContext) {
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let friction =
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if state_context.velocity.x.abs() > state_context.fighter_attribs.max_walk_vel {
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state_context.fighter_attribs.ground_friction
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* state_context
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.game_settings
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.fighter_common
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.ground_friction_over_walk_speed_multiplier
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} else {
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state_context.fighter_attribs.ground_friction
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};
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let friction = if state_context.velocity.x.abs()
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> state_context.fighter_manifest.attributes.max_walk_vel
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{
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state_context.fighter_manifest.attributes.ground_friction
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* state_context
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.game_settings
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.fighter_common
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.ground_friction_over_walk_speed_multiplier
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} else {
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state_context.fighter_manifest.attributes.ground_friction
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};
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let ground_velocity = state_context.velocity.x;
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