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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Fix some updated weapon references and an incomplete match after rebasing.
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987a025d36
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@ -125,6 +125,7 @@ pub enum ToolCategory {
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Staff,
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Shield,
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Debug,
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Farming,
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Empty,
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}
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@ -139,6 +140,7 @@ impl From<ToolKind> for ToolCategory {
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ToolKind::Staff(_) => ToolCategory::Staff,
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ToolKind::Shield(_) => ToolCategory::Shield,
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ToolKind::Debug(_) => ToolCategory::Debug,
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ToolKind::Farming(_) => ToolCategory::Farming,
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ToolKind::Empty => ToolCategory::Empty,
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}
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}
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@ -1,6 +1,6 @@
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/// event_mapper::combat watches the combat state of entities and emits
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/// associated sfx events
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use crate::audio::sfx::{SfxTriggerItem, SfxTriggers};
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use crate::audio::sfx::{SfxTriggerItem, SfxTriggers, SFX_DIST_LIMIT_SQR};
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use common::{
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comp::{
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@ -44,7 +44,6 @@ impl CombatEventMapper {
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}
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pub fn maintain(&mut self, state: &State, player_entity: EcsEntity, triggers: &SfxTriggers) {
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const SFX_DIST_LIMIT_SQR: f32 = 20000.0;
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let ecs = state.ecs();
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let sfx_event_bus = ecs.read_resource::<EventBus<SfxEventItem>>();
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@ -1,10 +1,7 @@
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use super::*;
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use common::{
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assets,
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comp::{
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item::tool::{AxeKind, BowKind, SwordKind, ToolCategory, ToolKind},
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CharacterAbilityType, CharacterState, ItemConfig, Loadout,
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},
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comp::{item::tool::ToolCategory, CharacterAbilityType, CharacterState, ItemConfig, Loadout},
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event::SfxEvent,
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states,
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};
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@ -15,7 +12,7 @@ fn maps_wield_while_equipping() {
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let mut loadout = Loadout::default();
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loadout.active_item = Some(ItemConfig {
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item: assets::load_expect_cloned("common.items.weapons.starter_axe"),
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item: assets::load_expect_cloned("common.items.weapons.axe.starter_axe"),
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ability1: None,
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ability2: None,
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ability3: None,
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@ -43,7 +40,7 @@ fn maps_unwield() {
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let mut loadout = Loadout::default();
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loadout.active_item = Some(ItemConfig {
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item: assets::load_expect_cloned("common.items.weapons.starter_bow"),
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item: assets::load_expect_cloned("common.items.weapons.bow.starter_bow"),
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ability1: None,
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ability2: None,
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ability3: None,
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@ -69,7 +66,7 @@ fn maps_basic_melee() {
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let mut loadout = Loadout::default();
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loadout.active_item = Some(ItemConfig {
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item: assets::load_expect_cloned("common.items.weapons.starter_axe"),
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item: assets::load_expect_cloned("common.items.weapons.axe.starter_axe"),
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ability1: None,
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ability2: None,
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ability3: None,
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@ -105,7 +102,7 @@ fn maps_triple_strike() {
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let mut loadout = Loadout::default();
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loadout.active_item = Some(ItemConfig {
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item: assets::load_expect_cloned("common.items.weapons.starter_sword"),
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item: assets::load_expect_cloned("common.items.weapons.sword.starter_sword"),
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ability1: None,
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ability2: None,
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ability3: None,
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@ -1,7 +1,7 @@
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/// event_mapper::movement watches all local entities movements and determines
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/// which sfx to emit, and the position at which the sound should be emitted
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/// from
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use crate::audio::sfx::{SfxTriggerItem, SfxTriggers};
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use crate::audio::sfx::{SfxTriggerItem, SfxTriggers, SFX_DIST_LIMIT_SQR};
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use common::{
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comp::{Body, CharacterState, PhysicsState, Pos, Vel},
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@ -42,7 +42,6 @@ impl MovementEventMapper {
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}
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pub fn maintain(&mut self, state: &State, player_entity: EcsEntity, triggers: &SfxTriggers) {
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const SFX_DIST_LIMIT_SQR: f32 = 20000.0;
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let ecs = state.ecs();
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let sfx_event_bus = ecs.read_resource::<EventBus<SfxEventItem>>();
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@ -16,6 +16,13 @@ use serde::Deserialize;
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use specs::WorldExt;
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use vek::*;
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/// We watch the states of nearby entities in order to emit SFX at their
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/// position based on their state. This constant limits the radius that we
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/// observe to prevent tracking distant entities. It approximates the distance
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/// at which the volume of the sfx emitted is too quiet to be meaningful for the
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/// player.
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const SFX_DIST_LIMIT_SQR: f32 = 20000.0;
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#[derive(Deserialize)]
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pub struct SfxTriggerItem {
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pub files: Vec<String>,
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