Transfer cd from previous weapon

This commit is contained in:
Sofia 2026-07-24 20:10:05 +03:00
parent 430de3e1f1
commit cae47f86ed
3 changed files with 40 additions and 6 deletions

View File

@ -710,11 +710,16 @@ impl LocalPlayer {
}
}
fn spawn_weapon(&mut self, weapon: DynGd<Node3D, dyn Weapon>) {
if let Some(mut weapon) = self.weapon.take() {
fn spawn_weapon(&mut self, mut weapon: DynGd<Node3D, dyn Weapon>) {
let prev_cd = if let Some(mut weapon) = self.weapon.take() {
let prev_cd = weapon.dyn_bind().get_remaining_cd();
weapon.queue_free();
}
prev_cd
} else {
0.
};
if let Some(weapon_node) = &mut self.weapon_node {
weapon.dyn_bind_mut().set_remaining_cd(prev_cd);
weapon_node.add_child(&weapon);
self.weapon = Some(weapon);
}

View File

@ -80,12 +80,17 @@ impl SoldierMesh {
fn spawn_weapon(
&mut self,
node: DynGd<Node3D, dyn Weapon>,
mut node: DynGd<Node3D, dyn Weapon>,
) -> Option<DynGd<Node3D, dyn Weapon>> {
if let Some(mut weapon) = self.current_weapon.take() {
let prev_cd = if let Some(mut weapon) = self.current_weapon.take() {
let rem = weapon.dyn_bind().get_remaining_cd();
weapon.queue_free();
}
rem
} else {
0.
};
if let Some(hand) = &mut self.hand_attachment {
node.dyn_bind_mut().set_remaining_cd(prev_cd);
hand.add_child(&node);
self.current_weapon = Some(node.clone());
Some(node)

View File

@ -23,6 +23,8 @@ pub trait Weapon {
deal_damage: bool,
) -> bool;
fn get_type(&self) -> WeaponType;
fn get_remaining_cd(&self) -> f64;
fn set_remaining_cd(&mut self, cd: f64);
}
#[derive(Debug, Clone, Copy, Deserialize, Serialize, PartialEq, PartialOrd)]
@ -127,6 +129,14 @@ impl Weapon for Raygun {
fn get_type(&self) -> WeaponType {
WeaponType::Raygun
}
fn get_remaining_cd(&self) -> f64 {
self.cooldown_remaining
}
fn set_remaining_cd(&mut self, cd: f64) {
self.cooldown_remaining = cd;
}
}
#[derive(GodotClass)]
@ -219,6 +229,14 @@ impl Weapon for Shotgun {
fn get_type(&self) -> WeaponType {
WeaponType::Shotgun
}
fn get_remaining_cd(&self) -> f64 {
self.cooldown_remaining
}
fn set_remaining_cd(&mut self, cd: f64) {
self.cooldown_remaining = cd;
}
}
#[derive(GodotClass)]
@ -280,4 +298,10 @@ impl Weapon for BallWeapon {
fn get_type(&self) -> WeaponType {
WeaponType::Ball
}
fn get_remaining_cd(&self) -> f64 {
0.
}
fn set_remaining_cd(&mut self, _: f64) {}
}