Combo melee now checks combo

This commit is contained in:
Sam
2021-02-27 18:01:07 -05:00
parent f24433c8cf
commit 404c7f0905
10 changed files with 33 additions and 43 deletions

View File

@ -9,8 +9,8 @@ use common::{
item::MaterialStatManifest,
slot::{EquipSlot, Slot},
},
Beam, Body, CharacterState, Controller, Energy, Health, Inventory, Melee, Mounting, Ori,
PhysicsState, Poise, PoiseState, Pos, StateUpdate, Stats, Vel,
Beam, Body, CharacterState, Combo, Controller, Energy, Health, Inventory, Melee, Mounting,
Ori, PhysicsState, Poise, PoiseState, Pos, StateUpdate, Stats, Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
metrics::SysMetrics,
@ -66,6 +66,7 @@ pub struct ReadData<'a> {
mountings: ReadStorage<'a, Mounting>,
stats: ReadStorage<'a, Stats>,
msm: Read<'a, MaterialStatManifest>,
combos: ReadStorage<'a, Combo>,
}
/// ## Character Behavior System
@ -121,6 +122,7 @@ impl<'a> System<'a> for Sys {
body,
physics,
stat,
combo,
) in (
&read_data.entities,
&read_data.uids,
@ -135,6 +137,7 @@ impl<'a> System<'a> for Sys {
&read_data.bodies,
&read_data.physics_states,
&read_data.stats,
&read_data.combos,
)
.join()
{
@ -253,6 +256,7 @@ impl<'a> System<'a> for Sys {
melee_attack: read_data.melee_attacks.get(entity),
beam: read_data.beams.get(entity),
stat: &stat,
combo: &combo,
};
for action in actions {