use super::{ CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, }; use crate::fighter::animation::AnimKind; use crate::fighter::state::FighterState; use crate::fighter::state::ground::GroundedStateCommon; #[derive(Debug, Clone, Hash)] pub struct WaitState { pub grounded_common: GroundedStateCommon, } impl FighterStateImpl for WaitState { const NAME: &'static str = "Wait"; fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option { if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) { Some(state) } else if let Some(state) = ground::grounded_movement_standstill_common_interrupts( state_context, &self.grounded_common, ) { // Don't transition into yourself if let FighterState::Wait(_) = state { None } else { Some(state) } } else { None } } fn on_enter(&mut self, state_context: &mut EnterContext) { state_context.play_animation(AnimKind::Wait, true); } fn update(&mut self, state_context: &mut UpdateContext) { ground::update_friction_motion(state_context); } fn check_collision_interrupt( &mut self, state_context: &mut CollisionContext, ) -> Option { ground::collision_interrupt(state_context, &mut self.grounded_common, false) } fn is_visually_grounded<'a>( &'a self, ) -> bool { true } } pub fn check_input( state_context: &InterruptContext, ground_state_common: &GroundedStateCommon, ) -> Option { let input_frame = state_context.input.get_last_frame(); if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone { return Some(FighterState::Wait(WaitState { grounded_common: ground_state_common.clone(), })); } None }