bevy_tnua::builtins

Struct TnuaBuiltinKnockback

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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, apply force_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.

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§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§

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impl Clone for TnuaBuiltinKnockback

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fn clone(&self) -> TnuaBuiltinKnockback

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 TnuaBuiltinKnockback

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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 TnuaBuiltinKnockback

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fn default() -> Self

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

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const NAME: &'static str = "TnuaBuiltinKnockback"

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

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

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

Decides whether the action can start. 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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