bevy_tnua::builtins

Struct TnuaBuiltinWallSlide

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pub struct TnuaBuiltinWallSlide {
    pub wall_entity: Option<Entity>,
    pub contact_point_with_wall: Vector3,
    pub normal: Dir3,
    pub force_forward: Option<Dir3>,
    pub max_fall_speed: Float,
    pub maintain_distance: Option<Float>,
    pub max_sideways_speed: Float,
    pub max_sideways_acceleration: Float,
}
Expand description

An action for sliding on walls.

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§wall_entity: Option<Entity>

The entity of the wall to slide on.

§contact_point_with_wall: Vector3

The on the wall where the character touches it.

Note that this does not actually have to be on an actual wall. It can be a point in the middle of the air, and the action will cause the character to pretend there is a wall there and slide on it.

§normal: Dir3

The wall’s normal

§force_forward: Option<Dir3>

Force the character to face in a particular direction.

§max_fall_speed: Float

When the character slides faster than that speed, slow it down.

§maintain_distance: Option<Float>

A distance to maintain from the wall.

Specifically - the distance from contact_point_with_wall in the direction of the normal.

§max_sideways_speed: Float

The maximum speed the character is allowed to move sideways on the wall while sliding down on it.

§max_sideways_acceleration: Float

The maximum acceleration the character is allowed to move sideways on the wall while sliding down on it.

Note that this also apply to the acceleration used to brake the character’s horitonztal movement when it enters the wall slide faster than max_sideways_speed.

Trait Implementations§

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impl Clone for TnuaBuiltinWallSlide

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fn clone(&self) -> TnuaBuiltinWallSlide

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for TnuaBuiltinWallSlide

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fn default() -> Self

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

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const NAME: &'static str = "TnuaBuiltinWallSlide"

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 = TnuaBuiltinWallSlideState

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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fn target_entity(&self, _state: &Self::State) -> Option<Entity>

If the action targets an entity, return that entity

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