pub struct TnuaBuiltinDash {
pub displacement: Vector3,
pub desired_forward: Option<Dir3>,
pub allow_in_air: bool,
}Expand description
The basic dash action.
Fields§
§displacement: Vector3The direction and distance of the dash.
The horizontal and vertical components of this vector are multiplied by the
horizontal_distance and
vertical_distance configuration fields.
This input parameter is cached when the action starts. This means that the control system does not have to make sure the direction reamins the same even if the player changes it mid-dash.
desired_forward: Option<Dir3>Point the negative Z axis of the characetr model in that direction during the dash.
This input parameter is cached when the action starts. This means that the control system does not have to make sure the direction reamins the same even if the player changes it mid-dash.
allow_in_air: boolAllow this action to start even if the character is not touching ground nor in coyote time.
Trait Implementations§
Source§impl Clone for TnuaBuiltinDash
impl Clone for TnuaBuiltinDash
Source§fn clone(&self) -> TnuaBuiltinDash
fn clone(&self) -> TnuaBuiltinDash
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for TnuaBuiltinDash
impl Debug for TnuaBuiltinDash
Source§impl Default for TnuaBuiltinDash
impl Default for TnuaBuiltinDash
Source§fn default() -> TnuaBuiltinDash
fn default() -> TnuaBuiltinDash
Source§impl<B> TnuaAction<B> for TnuaBuiltinDashwhere
B: TnuaBasisWithGround + TnuaBasis,
impl<B> TnuaAction<B> for TnuaBuiltinDashwhere
B: TnuaBasisWithGround + TnuaBasis,
type Config = TnuaBuiltinDashConfig
Source§type Memory = TnuaBuiltinDashMemory
type Memory = TnuaBuiltinDashMemory
Source§fn initiation_decision(
&self,
config: &Self::Config,
_sensors: &B::Sensors<'_>,
ctx: TnuaActionContext<'_, B>,
being_fed_for: &Stopwatch,
) -> TnuaActionInitiationDirective
fn initiation_decision( &self, config: &Self::Config, _sensors: &B::Sensors<'_>, ctx: TnuaActionContext<'_, B>, being_fed_for: &Stopwatch, ) -> TnuaActionInitiationDirective
Source§fn apply(
&self,
config: &Self::Config,
memory: &mut Self::Memory,
_sensors: &B::Sensors<'_>,
ctx: TnuaActionContext<'_, B>,
_lifecycle_status: TnuaActionLifecycleStatus,
motor: &mut TnuaMotor,
) -> TnuaActionLifecycleDirective
fn apply( &self, config: &Self::Config, memory: &mut Self::Memory, _sensors: &B::Sensors<'_>, ctx: TnuaActionContext<'_, B>, _lifecycle_status: TnuaActionLifecycleStatus, motor: &mut TnuaMotor, ) -> TnuaActionLifecycleDirective
Source§fn influence_basis(
&self,
_config: &Self::Config,
_memory: &Self::Memory,
_ctx: TnuaBasisContext<'_>,
_basis_input: &B,
_basis_config: &<B as TnuaBasis>::Config,
basis_memory: &mut <B as TnuaBasis>::Memory,
)
fn influence_basis( &self, _config: &Self::Config, _memory: &Self::Memory, _ctx: TnuaBasisContext<'_>, _basis_input: &B, _basis_config: &<B as TnuaBasis>::Config, basis_memory: &mut <B as TnuaBasis>::Memory, )
Auto Trait Implementations§
impl Freeze for TnuaBuiltinDash
impl RefUnwindSafe for TnuaBuiltinDash
impl Send for TnuaBuiltinDash
impl Sync for TnuaBuiltinDash
impl Unpin for TnuaBuiltinDash
impl UnwindSafe for TnuaBuiltinDash
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impl<T, U> AsBindGroupShaderType<U> for T
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