veloren/common/src/comp/states/wield.rs

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use super::{ActionState::*, EcsCharacterState, EcsStateUpdate, StateHandle};
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use std::time::Duration;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct WieldHandler {
/// How long before a new action can be performed
/// after equipping
pub equip_delay: Duration,
}
impl StateHandle for WieldHandler {
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fn handle(&self, ecs_data: &EcsCharacterState) -> EcsStateUpdate {
let mut update = EcsStateUpdate {
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character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
};
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// Only act once equip_delay has expired
if self.equip_delay == Duration::default() {
// Toggle Weapons
if ecs_data.inputs.toggle_wield.is_pressed()
&& ecs_data.character.action_state.is_equip_finished()
{
update.character.action_state = Idle;
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return update;
}
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// Try weapon actions
if ecs_data.inputs.primary.is_pressed() {
// TODO: PrimaryStart
} else if ecs_data.inputs.secondary.is_pressed() {
// TODO: SecondaryStart
}
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}
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// Equip delay hasn't expired yet
else {
// Update wield delay
update.character.action_state = Wield(WieldHandler {
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equip_delay: self
.equip_delay
.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
.unwrap_or_default(),
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});
}
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return update;
}
}