Add animation baking system
This commit is contained in:
+10
-14
@@ -4,9 +4,9 @@ use bevy::prelude::*;
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use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::FighterState;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::FighterState;
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#[derive(Debug, Clone, Hash)]
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pub struct WalkState {
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@@ -15,8 +15,10 @@ pub struct WalkState {
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impl FighterStateImpl for WalkState {
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const NAME: &'static str = "Walk";
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fn check_interrupt(&self, state_context: &FighterStateContext) -> Option<FighterState> {
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if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) {
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fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
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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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return Some(state);
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}
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wait::check_input(state_context, &self.grounded_common)
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@@ -24,27 +26,21 @@ impl FighterStateImpl for WalkState {
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}
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fn on_enter(&mut self, state_context: &mut 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::Walk],
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Duration::ZERO,
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)
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.repeat();
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state_context.play_animation(AnimKind::Walk, true);
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}
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fn update(&mut self, state_context: &mut FighterStateContext) {
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let last_frame = state_context.input.get_last_frame();
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let (accel, target_vel) = state_context
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.fighter_attribs
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.fighter_manifest
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.attributes
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.get_accel_and_target_walk(&last_frame);
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let accel = ground::compute_ground_accel(
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accel,
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target_vel,
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state_context.velocity.x,
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state_context.fighter_attribs,
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&state_context.fighter_manifest.attributes,
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&state_context.game_settings,
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);
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@@ -77,7 +73,7 @@ pub fn check_input(
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) -> Option<FighterState> {
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs() >= state_context.game_settings.input_common.stick_deadzone {
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if !input_frame.movement.x.is_zero() {
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return Some(FighterState::Walk(WalkState {
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grounded_common: ground_state_common.clone(),
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}));
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