use crate::comp::{ ActionState::*, EcsStateData, IdleState, ItemKind::Tool, StateHandler, StateUpdate, ToolData, }; use std::time::Duration; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct WieldState { /// How long before a new action can be performed /// after equipping pub equip_delay: Duration, } impl StateHandler for WieldState { fn new(ecs_data: &EcsStateData) -> Self { let tool_data = if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) { data } else { ToolData::default() }; Self { equip_delay: tool_data.equip_time(), } } 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, }; // Only act once equip_delay has expired if self.equip_delay == Duration::default() { // Toggle Weapons if ecs_data.inputs.toggle_wield.is_just_pressed() && ecs_data.character.action_state.is_equip_finished() { update.character.action_state = Idle(Some(IdleState)); return update; } // Try weapon actions if ecs_data.inputs.primary.is_pressed() { // ecs_data // .updater // .insert(*ecs_data.entity, AbilityAction(Primary)); } else if ecs_data.inputs.secondary.is_pressed() { // ecs_data // .updater // .insert(*ecs_data.entity, AbilityAction(Secondary)); } } else { // Equip delay hasn't expired yet // Update wield delay update.character.action_state = Wield(Some(WieldState { equip_delay: self .equip_delay .checked_sub(Duration::from_secs_f32(ecs_data.dt.0)) .unwrap_or_default(), })); } return update; } }