pub struct TnuaBuiltinKnockback {
pub shove: Vector3,
pub no_push_timeout: f32,
pub barrier_strength_diminishing: Float,
pub acceleration_limit: Float,
pub air_acceleration_limit: Float,
pub force_forward: Option<Dir3>,
}
Expand description
Apply this action to shove the character in a way the basis cannot easily nullify.
Note that this action cannot be cancelled or stopped. Once it starts, it’ll resume until the Pushover boundary is cleared (which means the character overcame the knockback). Unless the parameters are seriously skewed. The main parameters that can mess it up and unreasonably prolong the knockback duration are:
no_push_timer
. Setting it too high will allow the character to “move along” with the shove, prolonging the knockback action because the boundary does not get cleared. The action will not affect the velocity during that time, but it can still prolong the animation, applyforce_forward
, and prevent other actions from happening.barrier_strength_diminishing
. Setting it too low makes it very hard for the character to push through the boundary. It starts getting slightly weird below 1.0, and really weird below 0.5. Better keep it at above - 1.0 levels.
Fields§
§shove: Vector3
Initial impulse to apply to the character before the Pushover stage starts.
It is important that the impulse will be applied using the action (by setting this field) and not directly via the physics backend so that Tnua can properly calculate the Pushover boundary based on it.
no_push_timeout: f32
Timeout (in seconds) for abandoning a Pushover boundary that no longer gets pushed.
barrier_strength_diminishing: Float
An exponent for controlling the shape of the Pushover barrier diminishing.
For best results, set it to values larger than 1.0.
acceleration_limit: Float
Acceleration cap when pushing against the Pushover barrier.
In practice this will be averaged with the acceleration the basis tries to apply (weighted
by a function of the Pushover boundary penetration percentage and
barrier_strength_diminishing
) so the actual
acceleration limit will higher than that.
air_acceleration_limit: Float
Acceleration cap when pushing against the Pushover barrier while in the air.
In practice this will be averaged with the acceleration the basis tries to apply (weighted
by a function of the Pushover boundary penetration percentage and
barrier_strength_diminishing
) so the actual
acceleration limit will higher than that.
force_forward: Option<Dir3>
Force the character to face in a particular direction.
Note that there are no acceleration limits because unlike TnuaBuiltinWalk::desired_forward this field will attempt to force the direction during a single frame. It is useful for when the knockback animation needs to be aligned with the knockback direction.
Trait Implementations§
Source§impl Clone for TnuaBuiltinKnockback
impl Clone for TnuaBuiltinKnockback
Source§fn clone(&self) -> TnuaBuiltinKnockback
fn clone(&self) -> TnuaBuiltinKnockback
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Debug for TnuaBuiltinKnockback
impl Debug for TnuaBuiltinKnockback
Source§impl Default for TnuaBuiltinKnockback
impl Default for TnuaBuiltinKnockback
Source§impl TnuaAction for TnuaBuiltinKnockback
impl TnuaAction for TnuaBuiltinKnockback
Source§const VIOLATES_COYOTE_TIME: bool = true
const VIOLATES_COYOTE_TIME: bool = true
Source§type State = TnuaBuiltinKnockbackState
type State = TnuaBuiltinKnockbackState
Source§fn apply(
&self,
state: &mut Self::State,
ctx: TnuaActionContext<'_>,
_lifecycle_status: TnuaActionLifecycleStatus,
motor: &mut TnuaMotor,
) -> TnuaActionLifecycleDirective
fn apply( &self, state: &mut Self::State, ctx: TnuaActionContext<'_>, _lifecycle_status: TnuaActionLifecycleStatus, motor: &mut TnuaMotor, ) -> TnuaActionLifecycleDirective
Source§fn initiation_decision(
&self,
_ctx: TnuaActionContext<'_>,
_being_fed_for: &Stopwatch,
) -> TnuaActionInitiationDirective
fn initiation_decision( &self, _ctx: TnuaActionContext<'_>, _being_fed_for: &Stopwatch, ) -> TnuaActionInitiationDirective
Source§fn proximity_sensor_cast_range(&self) -> Float
fn proximity_sensor_cast_range(&self) -> Float
Auto Trait Implementations§
impl Freeze for TnuaBuiltinKnockback
impl RefUnwindSafe for TnuaBuiltinKnockback
impl Send for TnuaBuiltinKnockback
impl Sync for TnuaBuiltinKnockback
impl Unpin for TnuaBuiltinKnockback
impl UnwindSafe for TnuaBuiltinKnockback
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