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March 20, 2023 00:49
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| #[macro_export] | |
| macro_rules! animation_state_for_character_state_libarry_macro { | |
| ( $( $character_state:ident, $crouched:ident, $standing:ident, $jumping:ident),* ) => { | |
| let mut animation_for_character_state_library = HashMap::new(); | |
| $( | |
| animation_for_character_state_library.insert(CharacterState::$character_state, AnimationStateForCharacterState::new(AnimationState::$crouched,AnimationState::$standing,AnimationState::$jumping)); | |
| )* | |
| } | |
| } | |
| fn main() { | |
| let mut animation_for_character_state_library = HashMap::new(); | |
| animation_for_character_state_library.insert(CharacterState::Idle, AnimationStateForCharacterState::new(AnimationState::Crouched, AnimationState::Idle, AnimationState::Idle)); | |
| animation_for_character_state_library.insert(CharacterState::ForwardRun, AnimationStateForCharacterState::new(AnimationState::ForwardRun, AnimationState::ForwardRun, AnimationState::ForwardRun)); | |
| animation_for_character_state_library.insert(CharacterState::BackwardRun, AnimationStateForCharacterState::new(AnimationState::BackwardRun, AnimationState::BackwardRun, AnimationState::BackwardRun)); | |
| animation_for_character_state_library.insert(CharacterState::LightHitRecovery, AnimationStateForCharacterState::new(AnimationState::LightHitRecovery, AnimationState::LightHitRecovery, AnimationState::LightHitRecovery)); | |
| animation_for_character_state_library.insert(CharacterState::Blocking, AnimationStateForCharacterState::new(AnimationState::Blocking, AnimationState::Blocking, AnimationState::Blocking)); | |
| animation_for_character_state_library.insert(CharacterState::Crouching, AnimationStateForCharacterState::new(AnimationState::Crouching, AnimationState::Crouching, AnimationState::Crouching)); | |
| animation_for_character_state_library.insert(CharacterState::LightAttack, AnimationStateForCharacterState::new(AnimationState::LightCrouchAttack, AnimationState::LightAttack, AnimationState::LightJumpingKick)); | |
| animation_for_character_state_library.insert(CharacterState::MediumAttack, AnimationStateForCharacterState::new(AnimationState::LightCrouchAttack, AnimationState::MediumAttack, AnimationState::MediumAttack)); | |
| animation_for_character_state_library.insert(CharacterState::HeavyAttack, AnimationStateForCharacterState::new(AnimationState::HeavyCrouchingAttack, AnimationState::HeavyAttack, AnimationState::HeavyAttack)); | |
| animation_for_character_state_library.insert(CharacterState::LightKick, AnimationStateForCharacterState::new(AnimationState::LightCrouchKick, AnimationState::LightKick, AnimationState::LightKick)); | |
| animation_for_character_state_library.insert(CharacterState::MediumKick, AnimationStateForCharacterState::new(AnimationState::MediumCrouchKick, AnimationState::MediumKick, AnimationState::MediumKick)); | |
| animation_for_character_state_library.insert(CharacterState::HeavyKick, AnimationStateForCharacterState::new(AnimationState::HeavyCrouchKick, AnimationState::HeavyKick, AnimationState::HeavyKick)); | |
| animation_for_character_state_library.insert(CharacterState::ForwardDash, AnimationStateForCharacterState::new(AnimationState::ForwardDash, AnimationState::ForwardDash, AnimationState::ForwardDash)); | |
| animation_for_character_state_library.insert(CharacterState::BackwardDash, AnimationStateForCharacterState::new(AnimationState::BackwardDash, AnimationState::BackwardDash, AnimationState::BackwardDash)); | |
| animation_for_character_state_library.insert(CharacterState::Special1, AnimationStateForCharacterState::new(AnimationState::Special1, AnimationState::Special1, AnimationState::Special1)); | |
| animation_for_character_state_library.insert(CharacterState::Won, AnimationStateForCharacterState::new(AnimationState::Won, AnimationState::Won, AnimationState::Won)); | |
| animation_for_character_state_library.insert(CharacterState::Lost, AnimationStateForCharacterState::new(AnimationState::Lost, AnimationState::Lost, AnimationState::Lost)); | |
| animation_for_character_state_library.insert(CharacterState::Jump, AnimationStateForCharacterState::new(AnimationState::Jump, AnimationState::Jump, AnimationState::Jump)); | |
| animation_for_character_state_library.insert(CharacterState::Parry, AnimationStateForCharacterState::new(AnimationState::Parry, AnimationState::Parry, AnimationState::Parry)); | |
| animation_for_character_state_library.insert(CharacterState::Parried, AnimationStateForCharacterState::new(AnimationState::LightHitRecovery, AnimationState::LightHitRecovery, AnimationState::LightHitRecovery)); | |
| animation_for_character_state_library.insert(CharacterState::ForwardJump, AnimationStateForCharacterState::new(AnimationState::ForwardJump, AnimationState::ForwardJump, AnimationState::ForwardJump)); | |
| animation_for_character_state_library.insert(CharacterState::Dizzie, AnimationStateForCharacterState::new(AnimationState::Dizzie, AnimationState::Dizzie, AnimationState::Dizzie)); | |
| animation_state_for_character_state_libarry_macro!(Idle, Crouched, Idle, Idle); | |
| } |
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