use crate::comp::{ActionState, EcsStateData, ItemKind::Tool, StateHandler, StateUpdate}; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct State; impl StateHandler for State { fn new(_ecs_data: &EcsStateData) -> Self { Self {} } fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate { let mut update = StateUpdate { character: *ecs_data.character, pos: *ecs_data.pos, vel: *ecs_data.vel, ori: *ecs_data.ori, }; // Try to wield if ecs_data.inputs.primary.is_pressed() || ecs_data.inputs.secondary.is_pressed() || (ecs_data.inputs.toggle_wield.is_just_pressed() && update.character.action_state.is_equip_finished()) { if let Some(Tool(_)) = ecs_data.stats.equipment.main.as_ref().map(|i| &i.kind) { update.character.action_state = ActionState::Wield(None); } // else unarmed stuff? } return update; } }