bevy_tnua::builtins

Struct TnuaBuiltinCrouch

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pub struct TnuaBuiltinCrouch {
    pub float_offset: Float,
    pub height_change_impulse_for_duration: Float,
    pub height_change_impulse_limit: Float,
    pub uncancellable: bool,
}
Expand description

An action for crouching. Only works when TnuaBuiltinWalk is the basis.

Most of the fields have sane defaults - the only field that must be set is float_offset, which controls how low the character will crouch (compared to its regular float offset while standing). That field should typically have a negative value.

If the player stops crouching while crawling under an obstacle, Tnua will push the character upward toward the obstacle - which will bring about undesired physics behavior (especially if the player tries to move). To prevent that, use this action together with TnuaCrouchEnforcer.

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§float_offset: Float

Controls how low the character will crouch, compared to its regular float offset while standing.

This field should typically have a negative value. A positive value will cause the character to “crouch” upward - which may be an interesting gameplay action, but not what one would call a “crouch”.

§height_change_impulse_for_duration: Float

A duration, in seconds, that it should take for the character to change its floating height to start or stop the crouch.

Set this to more than the expected duration of a single frame, so that the character will some distance for the spring_dampening force to reduce its vertical velocity.

§height_change_impulse_limit: Float

The maximum impulse to apply when starting or stopping the crouch.

§uncancellable: bool

If set to true, this action will not yield to other action who try to take control.

For example - if the player holds the crouch button, and then hits the jump button while the crouch button is still pressed, the character will jump if uncancellable is false. But if uncancellable is true, the character will stay crouched, ignoring the jump action.

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impl Clone for TnuaBuiltinCrouch

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fn clone(&self) -> TnuaBuiltinCrouch

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for TnuaBuiltinCrouch

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for TnuaBuiltinCrouch

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl TnuaAction for TnuaBuiltinCrouch

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const NAME: &'static str = "TnuaBuiltinCrouch"

The default name of the action. Read more
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const VIOLATES_COYOTE_TIME: bool = false

Set this to true for actions that may launch the character into the air.
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type State = TnuaBuiltinCrouchState

Data that the action can persist between frames. Read more
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fn initiation_decision( &self, ctx: TnuaActionContext<'_>, _being_fed_for: &Stopwatch, ) -> TnuaActionInitiationDirective

Decides whether the action can start. Read more
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fn apply( &self, state: &mut Self::State, ctx: TnuaActionContext<'_>, lifecycle_status: TnuaActionLifecycleStatus, motor: &mut TnuaMotor, ) -> TnuaActionLifecycleDirective

This is where the action affects the character’s motion. Read more
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fn proximity_sensor_cast_range(&self) -> Float

A value to configure the range of the ground proximity sensor according to the action’s needs.
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impl TnuaCrouchEnforcedAction for TnuaBuiltinCrouch

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fn range_to_cast_up(&self, _state: &Self::State) -> Float

The range, from the sensor’s offset (as set by TnuaCrouchEnforcer::new), to check for a ceiling. If the sensor finds anything within that range - the crouch will be enforced.
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fn prevent_cancellation(&mut self)

Modify the action so that it won’t be cancellable by another action.

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