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use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;
struct BuffBounce {
name: String,
description: String,
rigid_body: Option<Ref<RigidBody>>,
target_bounciness: f64,
previous_bounciness: f64
}
impl BuffBounce {
fn new(rigid_body: Option<Ref<RigidBody>>) -> Self {
BuffBounce {
name: String::from("Bounce"),
description: String::from("Let's the die bounce more than usual."),
rigid_body,
target_bounciness: 1.0,
previous_bounciness: 0.0
}
}
}
impl Buff for BuffBounce {
unsafe fn execute_buff(&mut self) {
// make sure the rigid body exists
match &self.rigid_body {
Some(body) => {
let safe_body = body.assume_safe();
// get the physics material
match safe_body.physics_material_override() {
Some(mat) => {
let save_mat = mat.assume_safe();
self.previous_bounciness = save_mat.bounce();
save_mat.set_bounce(self.target_bounciness);
},
None => godot_warn!("Physics material was not found")
}
},
None => godot_warn!("No rigid body initialized to apply properties to")
}
}
unsafe fn revert_buff(&mut self) {
// make sure the rigid body exists
match &self.rigid_body {
Some(body) => {
let safe_body = body.assume_safe();
// get the physics material
match safe_body.physics_material_override() {
Some(mat) => {
let save_mat = mat.assume_safe();
save_mat.set_bounce(self.previous_bounciness);
},
None => godot_warn!("Physics material was not found")
}
},
None => godot_warn!("No rigid body initialized to apply properties to")
}
}
fn get_name(self) -> GodotString {
GodotString::from_str(self.name)
}
fn get_description(self) -> GodotString {
GodotString::from_str(self.description)
}
}
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