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Remove can_transition and begin triple_strike
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@ -75,8 +75,6 @@ pub enum CharacterState {
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stage_time_active: Duration,
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/// Whether current stage has exhausted its attack
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stage_exhausted: bool,
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/// Whether player has clicked at the proper time to go to next stage
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can_transition: bool,
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},
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}
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@ -40,49 +40,8 @@ pub fn behavior(data: &JoinData) -> StateUpdate {
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match stage {
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1 => {
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if new_stage_time_active > tool.attack_buildup_duration() {
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if !*stage_exhausted {
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// Try to deal damage
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data.updater.insert(data.entity, Attacking {
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weapon: Some(*tool),
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applied: false,
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hit_count: 0,
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});
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new_stage_exhausted = true;
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} else {
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// Make sure to remove Attacking component
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data.updater.remove::<Attacking>(data.entity);
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}
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// Check if player has timed click right
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if data.inputs.primary.is_just_pressed() {
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println!("Can transition");
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new_can_transition = true;
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}
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}
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if new_stage_time_active > tool.attack_duration() {
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if new_can_transition {
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update.character = CharacterState::TimedCombo {
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tool: *tool,
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stage: 2,
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stage_time_active: Duration::default(),
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stage_exhausted: false,
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can_transition: false,
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}
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} else {
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println!("Failed");
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attempt_wield(data, &mut update);
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}
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} else {
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update.character = CharacterState::TimedCombo {
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tool: *tool,
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stage: 1,
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stage_time_active: new_stage_time_active,
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stage_exhausted: new_stage_exhausted,
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can_transition: new_can_transition,
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}
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}
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println!("1");
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attempt_wield(data, &mut update);
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},
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2 => {
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println!("2");
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