Line data Source code
1 : #include "core/animations/states/LegsCrouchAnimationState.hpp"
2 :
3 : #include "core/animations/states/LegsCrouchRunAnimationState.hpp"
4 : #include "core/animations/states/LegsStandAnimationState.hpp"
5 : #include "core/animations/states/LegsFallAnimationState.hpp"
6 : #include "core/animations/states/LegsRunBackAnimationState.hpp"
7 : #include "core/animations/states/LegsRunAnimationState.hpp"
8 : #include "core/animations/states/LegsJumpAnimationState.hpp"
9 : #include "core/animations/states/LegsProneAnimationState.hpp"
10 :
11 : #include "core/animations/states/CommonAnimationStateTransitions.hpp"
12 :
13 : #include "core/entities/Soldier.hpp"
14 : #include "core/physics/Constants.hpp"
15 :
16 : namespace Soldank
17 : {
18 0 : LegsCrouchAnimationState::LegsCrouchAnimationState(
19 0 : const AnimationDataManager& animation_data_manager)
20 0 : : AnimationState(animation_data_manager.Get(AnimationType::Crouch))
21 0 : , animation_data_manager_(animation_data_manager)
22 : {
23 0 : }
24 :
25 0 : std::optional<std::shared_ptr<AnimationState>> LegsCrouchAnimationState::HandleInput(
26 : Soldier& soldier)
27 : {
28 0 : if (soldier.control.prone) {
29 0 : return std::make_shared<LegsProneAnimationState>(animation_data_manager_);
30 : }
31 :
32 0 : if (!soldier.control.down) {
33 : auto maybe_running_animation_state =
34 0 : CommonAnimationStateTransitions::TryTransitionToRunning(soldier, animation_data_manager_);
35 0 : if (maybe_running_animation_state.has_value()) {
36 0 : return *maybe_running_animation_state;
37 : }
38 :
39 0 : if (soldier.on_ground) {
40 0 : return std::make_shared<LegsStandAnimationState>(animation_data_manager_);
41 : }
42 :
43 0 : return std::make_shared<LegsFallAnimationState>(animation_data_manager_);
44 0 : }
45 :
46 0 : if (soldier.control.up && soldier.on_ground) {
47 0 : return std::make_shared<LegsJumpAnimationState>(animation_data_manager_);
48 : }
49 :
50 : auto maybe_crouch_running_animation_state =
51 : CommonAnimationStateTransitions::TryTransitionToCrouchRunning(soldier,
52 0 : animation_data_manager_);
53 0 : if (maybe_crouch_running_animation_state.has_value()) {
54 0 : return *maybe_crouch_running_animation_state;
55 : }
56 :
57 0 : return std::nullopt;
58 0 : }
59 :
60 0 : void LegsCrouchAnimationState::Update(Soldier& soldier, const PhysicsEvents& physics_events)
61 : {
62 0 : soldier.stance = PhysicsConstants::STANCE_CROUCH;
63 0 : }
64 : } // namespace Soldank
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