use std::time::Duration; use bevy::prelude::*; use super::{FighterStateContext, FighterStateImpl, ground, walk}; use crate::fighter::animation::AnimKind; use crate::fighter::state::fall::FallState; use crate::fighter::state::ground::{ GroundedMotionResult, GroundedStateCommon, grounded_movement_common_interrupts, }; use crate::fighter::state::{FighterState, dash, turn}; #[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 FighterStateContext) -> Option { if let Some(state) = ground::grounded_movement_standstill_common_interrupts( state_context, &self.grounded_common, ) { // Prevent transitioning into myself if let FighterState::Wait(_) = state { None } else { Some(state) } } else if let Some(state) = ground::grounded_movement_common_interrupts(state_context, &self.grounded_common) { Some(state) } else { None } } fn on_enter(&mut self, state_context: &mut super::FighterStateContext) { state_context.play_animation(AnimKind::Wait, true); } fn update(&mut self, state_context: &mut super::FighterStateContext) { let friction = if state_context.velocity.x.abs() > state_context.fighter_manifest.attributes.max_walk_vel { state_context.fighter_manifest.attributes.ground_friction * state_context .game_settings .fighter_common .ground_friction_over_walk_speed_multiplier } else { state_context.fighter_manifest.attributes.ground_friction }; let ground_velocity = state_context.velocity.x; state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity); ground::apply_grounded_motion( state_context.velocity, state_context.translation, state_context.prev_translation, ); } fn check_collision_interrupt( &mut self, state_context: &mut FighterStateContext, ) -> Option { if let GroundedMotionResult::InAir = ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false) { Some(FighterState::Fall(FallState)) } else { None } } } pub fn check_input( state_context: &FighterStateContext, 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 }