Implement NAir and initial work on aerials
CI / build-and-test (pull_request) Failing after 2m2s
CI / production-build (pull_request) Failing after 2m50s

This commit is contained in:
2026-09-29 11:42:26 +02:00
parent b9611c1b42
commit d2d00ed7bb
8 changed files with 171 additions and 14 deletions
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use bevy::log::error;
use crate::fighter::{
FighterId, attack::{AttackKind, FighterAttackScriptAssets, update_active_hitbox_list}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, wait::WaitState,
},
};
#[derive(Clone, Debug, Hash)]
pub struct AirAttackState {
pub attack_kind: AttackKind,
pub airborne_state_common: AirborneStateCommon
}
impl FighterStateImpl for AirAttackState {
const NAME: &'static str = "AirAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(self.airborne_state_common)))
} else {
None
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
let animation_frame = state_context.get_current_animation_frame();
let script = state_context
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
update_active_hitbox_list(
script,
&mut state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes")
.active_hitboxes,
animation_frame,
);
}
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(self.attack_kind.get_animation(), false);
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
kind: self.attack_kind,
script,
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
stalled: false,
});
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.hitboxes.0 = None;
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
false,
)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
}
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound{attack: AttackKind},
}
impl AirAttackState {
pub fn create(attack_kind: AttackKind, attack_script_assets: &FighterAttackScriptAssets, airborne_state_common: &AirborneStateCommon) -> Result<Self, AirAttackStateCreateError> {
if attack_script_assets.scripts.contains_key(&attack_kind) {
Ok(AirAttackState {
airborne_state_common: airborne_state_common.clone(),
attack_kind
})
} else {
Err(AirAttackStateCreateError::AttackScriptNotFound { attack: attack_kind })
}
}
}
pub fn check_interrupt(state_context: &InterruptContext, airborne_state_common: &AirborneStateCommon) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
{
let attack_kind = state_context
.input
.get_attack_command_type()
.to_attack_kind_airborne(state_context.facing_direction);
let state = AirAttackState::create(attack_kind, state_context.attack_script_assets, airborne_state_common);
match state {
Ok(state) => {
Some(FighterState::AirAttack(state))
},
Err(create_error) => {
error!("{}", create_error);
None
},
}
} else {
None
}
}