Attack system revamp (#82)
- 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:
@@ -1,5 +1,5 @@
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use crate::fighter::{
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attack::{AttackKind, update_active_hitbox_list},
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attack::{AttackKind, update_active_attack},
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state::{
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CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
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InterruptContext, UpdateContext, wait::WaitState,
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@@ -28,14 +28,13 @@ impl FighterStateImpl for GroundAttackState {
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.attack_scripts
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.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
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if let Some(script) = script {
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update_active_hitbox_list(
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update_active_attack(
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script,
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&mut state_context
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state_context
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.hitboxes
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.0
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.as_mut()
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.expect("ground attack must have active hitboxes")
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.active_hitboxes,
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.expect("ground attack must have active hitboxes"),
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animation_frame,
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);
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}
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@@ -52,7 +51,7 @@ impl FighterStateImpl for GroundAttackState {
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script,
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active_hitboxes: Vec::new(),
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solved_hitboxes: Vec::new(),
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hit_fighters: Vec::new(),
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hit_groups: Vec::new(),
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stalled: false,
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});
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}
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