Attack system revamp (#82)
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- Add crouch cancelling
- Add IASA for aerial attacks
- Add scaffolding for autocancel
- Add hitbox group system
- Add new ergonomic features for attack scripting
- Add more information to the hitbox viewer
- Improve the looks of debug capsules

Reviewed-on: #82
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #82.
This commit is contained in:
2026-10-04 18:57:29 +00:00
committed by EIREXE
parent 04aceb05a9
commit d2d649b059
15 changed files with 1046 additions and 449 deletions
+5 -6
View File
@@ -1,5 +1,5 @@
use crate::fighter::{
attack::{AttackKind, update_active_hitbox_list},
attack::{AttackKind, update_active_attack},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, wait::WaitState,
@@ -28,14 +28,13 @@ impl FighterStateImpl for GroundAttackState {
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
update_active_hitbox_list(
update_active_attack(
script,
&mut state_context
state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes")
.active_hitboxes,
.expect("ground attack must have active hitboxes"),
animation_frame,
);
}
@@ -52,7 +51,7 @@ impl FighterStateImpl for GroundAttackState {
script,
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
hit_groups: Vec::new(),
stalled: false,
});
}