Files
shinespark/src/fighter/visual.rs
T
EIREXE 3af36c4bc8
CI / build-and-test (push) Successful in 2m3s
CI / production-build (push) Successful in 15m42s
Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
Reviewed-on: #75
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-28 15:44:50 +00:00

72 lines
2.7 KiB
Rust

use crate::{
fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
game_settings::GameSettings,
materials::fighter_material::{FighterMaterial, FighterMesh},
};
use bevy::prelude::*;
#[derive(Component, Clone)]
pub struct FighterAnimations {
/// The single animation source for gameplay and the visual skeleton.
pub baked: Handle<BakedFighterAnimations>,
}
#[derive(Component, Clone, Default)]
pub struct FighterInvulnerabilityVisualState {
pub last_known_state: FighterInvulnerabilityState,
pub frames_in_state: u32,
}
pub fn update_status_colors(
mut fighters: Query<(
&FighterInvulnerabilityState,
&mut FighterInvulnerabilityVisualState,
)>,
meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
mut materials: ResMut<Assets<FighterMaterial>>,
game_settings: Res<GameSettings>,
) {
for (invuln_state, mut invuln_state_visual) in &mut fighters {
if *invuln_state != invuln_state_visual.last_known_state {
invuln_state_visual.last_known_state = *invuln_state;
invuln_state_visual.frames_in_state = 0;
}
}
for (mesh, mat) in meshes {
let (_, invuln_state_visual) = fighters
.get(mesh.fighter)
.expect("Material should have relevant fighter available");
let status_color = match invuln_state_visual.last_known_state {
FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
FighterInvulnerabilityState::Invulnerable => {
game_settings.fighter_common.intangible_color
}
FighterInvulnerabilityState::Intangible => {
game_settings.fighter_common.intangible_color
}
};
let intensity = match invuln_state_visual.last_known_state {
FighterInvulnerabilityState::Vulnerable => 0.0,
FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
let cycle_frames = invuln_state_visual.frames_in_state
% game_settings.fighter_common.intangible_pulse_duration;
1.0 - cycle_frames as f32
/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
}
};
let mut material = materials
.get_mut(mat.id())
.expect("Material should exist here...");
material
.extension
.update_status_color(status_color.into(), intensity);
}
for (_, mut invuln_state_visual) in fighters {
invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
}
}