bevy_tnua::control_helpers

Struct TnuaCrouchEnforcer

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pub struct TnuaCrouchEnforcer { /* private fields */ }
Expand description

Prevents the character from standing up if the player stops feeding a crouch action (like TnuaBuiltinCrouch) while under an obstacle.

This will create a child entity with a proximity sensor pointed upward. When that sensor senses a ceiling, it will force feed the action even if it is no longer fed by the game code into the controller (which would happen if the player releases the crouch button)

Using it requires three things:

  1. Adding the plugin TnuaCrouchEnforcerPlugin.
  2. Adding TnuaCrouchEnforcer as a component to the character entity.
  3. Passing the crouch action through the component’s enforcing method:
    controller.action(crouch_enforcer.enforcing(TnuaBuiltinCrouch {
        float_offset: -0.9,
        ..Default::default()
    }));

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impl TnuaCrouchEnforcer

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pub fn new( offset: Vector3, modify_sensor: impl 'static + Send + Sync + Fn(&mut EntityCommands<'_>), ) -> Self

Create a new crouch enforcer, to be added as a component to the entity that the crouch action will be fed to.

§Arguments:
  • offset - the origin of the proximity sensor used to determine if the character needs to crouch. Should be placed at the top of the collider. The sensor is always pointed upwards.
  • modify_sensor - a function called with the command that creates the sensor. This function has the opportunity to add things to the sensor entity - mostly cast-shape components.
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pub fn enforcing<A: TnuaCrouchEnforcedAction>(&mut self, crouch_action: A) -> A

Trait Implementations§

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impl Component for TnuaCrouchEnforcer
where Self: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy::ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have [Component<Mutability = Mutable>], while immutable components will instead have [Component<Mutability = Immutable>]. Read more
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fn register_required_components( requiree: ComponentId, components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, inheritance_depth: u16, recursion_check_stack: &mut Vec<ComponentId>, )

Registers required components.
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn register_component_hooks(hooks: &mut ComponentHooks)

👎Deprecated since 0.16.0: Use the individual hook methods instead (e.g., Component::on_add, etc.)
Called when registering this component, allowing mutable access to its ComponentHooks.
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fn on_add() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_replace() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>

Gets the on_replace ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(_: DeferredWorld<'w>, _: HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more

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fn register_required_components( components: &mut ComponentsRegistrator<'_>, required_components: &mut RequiredComponents, )

Registers components that are required by the components in this Bundle.
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fn get_component_ids( components: &Components, ids: &mut impl FnMut(Option<ComponentId>), )

Gets this Bundle’s component ids. This will be None if the component has not been registered.
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