use super::{ CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, }; use crate::fighter::animation::AnimKind; use crate::fighter::state::FighterState; #[derive(Debug, Clone, Hash)] pub struct WaitState; 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) { Some(state) } else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(state_context) { // 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, false) } fn is_visually_grounded<'a>(&'a self) -> bool { true } } pub fn check_input(state_context: &InterruptContext) -> 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)); } None }