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.
Fields§
§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§
Source§impl Clone for TnuaBuiltinWallSlide
impl Clone for TnuaBuiltinWallSlide
Source§fn clone(&self) -> TnuaBuiltinWallSlide
fn clone(&self) -> TnuaBuiltinWallSlide
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreSource§impl Default for TnuaBuiltinWallSlide
impl Default for TnuaBuiltinWallSlide
Source§impl TnuaAction for TnuaBuiltinWallSlide
impl TnuaAction for TnuaBuiltinWallSlide
Source§const VIOLATES_COYOTE_TIME: bool = true
const VIOLATES_COYOTE_TIME: bool = true
Source§type State = TnuaBuiltinWallSlideState
type State = TnuaBuiltinWallSlideState
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 TnuaBuiltinWallSlide
impl RefUnwindSafe for TnuaBuiltinWallSlide
impl Send for TnuaBuiltinWallSlide
impl Sync for TnuaBuiltinWallSlide
impl Unpin for TnuaBuiltinWallSlide
impl UnwindSafe for TnuaBuiltinWallSlide
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impl<T, U> AsBindGroupShaderType<U> for T
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impl<T> DowncastSend for T
Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
.
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
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fn into_either(self, into_left: bool) -> Either<Self, Self>
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