Made bow stay in BasicRanged state while autofiring.

This commit is contained in:
Sam 2020-11-08 13:06:44 -06:00 committed by jshipsey
parent 92aa6a1b12
commit edff3a75c3
3 changed files with 41 additions and 6 deletions

View File

@ -76,6 +76,7 @@ pub enum CharacterAbility {
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
projectile_speed: f32,
can_continue: bool,
},
RepeaterRanged {
energy_cost: u32,
@ -409,6 +410,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
projectile_light,
projectile_gravity,
projectile_speed,
can_continue,
energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
static_data: basic_ranged::StaticData {
@ -419,11 +421,13 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
projectile_speed: *projectile_speed,
can_continue: *can_continue,
ability_key: key,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
continue_next: false,
}),
CharacterAbility::Boost {
movement_duration,

View File

@ -323,6 +323,7 @@ impl Tool {
projectile_light: None,
projectile_gravity: Some(Gravity(0.2)),
projectile_speed: 100.0,
can_continue: true,
},
ChargedRanged {
energy_cost: 0,
@ -467,6 +468,7 @@ impl Tool {
}),
projectile_gravity: Some(Gravity(0.5)),
projectile_speed: 40.0,
can_continue: false,
},
],
Staff => vec![
@ -514,6 +516,7 @@ impl Tool {
}),
projectile_gravity: Some(Gravity(0.3)),
projectile_speed: 60.0,
can_continue: false,
},
BasicBeam {
buildup_duration: Duration::from_millis(250),
@ -620,6 +623,7 @@ impl Tool {
}),
projectile_gravity: None,
projectile_speed: 100.0,
can_continue: false,
},
],
Empty => vec![BasicMelee {

View File

@ -22,6 +22,8 @@ pub struct StaticData {
pub projectile_speed: f32,
/// What key is used to press ability
pub ability_key: AbilityKey,
/// Whether or not the ability can auto continue
pub can_continue: bool,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -35,6 +37,8 @@ pub struct Data {
pub stage_section: StageSection,
/// Whether the attack fired already
pub exhausted: bool,
/// If in buildup, whether the attack has continued form previous attack; if in recover, whether the attack will continue to a new attack
pub continue_next: bool,
}
impl CharacterBehavior for Data {
@ -84,18 +88,41 @@ impl CharacterBehavior for Data {
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
exhausted: true,
continue_next: false,
..*self
});
} else if self.timer < self.static_data.recover_duration {
// Recovers
if ability_key_is_pressed(data, self.static_data.ability_key) {
// Recovers
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
continue_next: self.static_data.can_continue,
..*self
});
} else {
// Recovers
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
}
} else if self.continue_next {
// Restarts character state
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
..*self
});
})
} else {
// Done
update.character = CharacterState::Wielding;