TnuaBuiltinJump

Struct TnuaBuiltinJump 

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pub struct TnuaBuiltinJump {
    pub horizontal_displacement: Option<Vector3>,
    pub allow_in_air: bool,
    pub force_forward: Option<Dir3>,
}
Expand description

The basic jump action.

This action implements jump physics explained in https://youtu.be/hG9SzQxaCm8 and https://youtu.be/eeLPL3Y9jjA. Most of its configuration fields have sane defaults - the only field that must be set is height, which controls the jump height.

The action must be fed for as long as the player holds the jump button. Once the action stops being fed, it’ll apply extra gravity to shorten the jump. If the game desires fixed height jumps instead (where the player cannot make lower jumps by tapping the jump button) shorten_extra_gravity should be set to 0.0.

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§horizontal_displacement: Option<Vector3>

In addition to the upward motion, add a vertical component to the jump so that the peak of the jump will be at this vector (multiplied by TnuaBuiltinJumpConfig::horizontal_distance) from where it’d be otherwise.

§allow_in_air: bool

Allow this action to start even if the character is not touching ground nor in coyote time.

§force_forward: Option<Dir3>

Force the character to face in a particular direction.

Note that there are no acceleration limits because unlike crate::builtins::TnuaBuiltinWalk::desired_forward this field will attempt to force the direction during a single frame. It is useful for when the jump animation needs to be aligned with the horizontal_displacement.

Trait Implementations§

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impl Default for TnuaBuiltinJump

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fn default() -> TnuaBuiltinJump

Returns the “default value” for a type. Read more
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impl<B> TnuaAction<B> for TnuaBuiltinJump

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type Config = TnuaBuiltinJumpConfig

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type Memory = TnuaBuiltinJumpMemory

Data that the action can persist between frames. Read more
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fn initiation_decision( &self, config: &Self::Config, _sensors: &B::Sensors<'_>, ctx: TnuaActionContext<'_, B>, being_fed_for: &Stopwatch, ) -> TnuaActionInitiationDirective

Decides whether the action can start. Read more
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fn apply( &self, config: &Self::Config, memory: &mut Self::Memory, _sensors: &B::Sensors<'_>, ctx: TnuaActionContext<'_, B>, lifecycle_status: TnuaActionLifecycleStatus, motor: &mut TnuaMotor, ) -> TnuaActionLifecycleDirective

This is where the action affects the character’s motion. Read more
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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, )

An action can use this method to send information back to the basis’ memory. Read more

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