forked from StrafesNET/strafe-client
hide some compiler complaints
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2070c1d629
commit
668dcbe745
@ -1093,7 +1093,7 @@ impl framework::Example for GlobalState {
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let time=integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64);
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match event {
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winit::event::WindowEvent::DroppedFile(path) => self.load_file(path,device,queue),
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winit::event::WindowEvent::Focused(state)=>{
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winit::event::WindowEvent::Focused(_state)=>{
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//pause unpause
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//recalculate pressed keys on focus
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},
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@ -1185,7 +1185,7 @@ impl PhysicsState {
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},
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}
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//generate instruction
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if let Some(face) = exit_face{
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if let Some(_face) = exit_face{
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return Some(TimedInstruction {
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time: best_time,
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instruction: PhysicsInstruction::CollisionEnd(collision_data.clone())
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@ -1442,7 +1442,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match booster{
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&crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v),
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&crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity,
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&crate::model::GameMechanicBooster::Energy{direction,energy}=>todo!(),
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&crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(),
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}
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self.touching.constrain_velocity(&self.models,&mut v);
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},
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@ -1453,10 +1453,10 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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match trajectory{
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crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(),
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crate::model::GameMechanicSetTrajectory::Height(_) => todo!(),
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crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point, time } => todo!(),
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crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point, speed, trajectory_choice } => todo!(),
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crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(),
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crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point: _, speed: _, trajectory_choice: _ } => todo!(),
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&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
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crate::model::GameMechanicSetTrajectory::DotVelocity { direction, dot } => todo!(),
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crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(),
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}
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self.touching.constrain_velocity(&self.models,&mut v);
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},
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@ -1470,7 +1470,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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self.body.acceleration=a;
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}
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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PhysicsCollisionAttributes::Intersect{intersecting: _,general}=>{
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//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
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self.touching.insert_intersect(c.model,c);
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run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model);
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@ -1480,7 +1480,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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PhysicsInstruction::CollisionEnd(c) => {
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let model=c.model(&self.models).unwrap();
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match &model.attributes{
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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PhysicsCollisionAttributes::Contact{contacting: _,general: _}=>{
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self.touching.remove_contact(c.model);//remove contact before calling contact_constrain_acceleration
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let mut a=self.style.gravity;
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if let Some(rocket_force)=self.style.rocket_force{
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@ -1500,7 +1500,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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}
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},
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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PhysicsCollisionAttributes::Intersect{intersecting: _,general: _}=>{
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self.touching.remove_intersect(c.model);
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},
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}
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