Module utils

Source

Structs§

AbilityInfo

Enums§

ComboConsumption
ForcedMovement
HandInfo
MovementDirection
ScalingKind
StageSection
Determines what portion a state is in. Used in all attacks (eventually). Is used to control aspects of animation code, as well as logic within the character states.

Constants§

MOVEMENT_THRESHOLD_VEL

Functions§

attempt_crawl
Checks that player can Crawl and updates CharacterState if so
attempt_dance
attempt_glide_wield
Checks that player can wield the glider and updates CharacterState if so
attempt_input
attempt_sit
Checks that player can Sit and updates CharacterState if so
attempt_sneak
attempt_swap_equipped_weapons
Checks that player can Swap Weapons and updates Loadout if so
attempt_talk
attempt_wield
If a tool is equipped, goes into Equipping state, otherwise goes to Idle
basic_move πŸ”’
Updates components to move player as if theyre on ground or in air
can_perform_pet
can_reach_block πŸ”’
Checks if a block can be reached from a position.
checked_tick_attack
Checked Duration addition. Computes timer + dt, applying relevant stat attack modifiers and `otcompute_precision_multeturning None if overflow occurred.
end_ability
end_melee_ability
fly_move
Updates components to move entity as if it’s flying
get_hands
get_tool_stats
handle_ability πŸ”’
handle_climb
Checks that player can Climb and updates CharacterState if so
handle_forced_movement
Handles forced movement
handle_glider_input_or
handle_input
handle_interrupts
Returns whether an interrupt occurred
handle_jump
Checks that player can jump and sends jump event if so
handle_manipulate_loadout
Handles inventory manipulations that affect the loadout
handle_move
Handles updating Components to move player based on state of JoinData
handle_orientation
handle_skating
set footwear in idle data and potential state change to Skate
handle_walljump
handle_wallrun
handle_wield
Checks if an input related to an attack is held. If one is, moves entity into wielding state
input_is_pressed
is_strafing
leave_stance
loadout_change_hook πŸ”’
swim_move πŸ”’
Updates components to move player as if theyre swimming
tick_attack_or_default
Ticks timer by dt, applying relevant stat attack modifiers and other_modifier. Returns Duration::default() if overflow occurs
unwrap_tool_data
Returns tool and components