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path: root/rust/src/buff_bounce.rs
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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)
    }
}