Transfer cd from previous weapon
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430de3e1f1
commit
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@ -710,11 +710,16 @@ impl LocalPlayer {
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}
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}
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}
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}
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fn spawn_weapon(&mut self, weapon: DynGd<Node3D, dyn Weapon>) {
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fn spawn_weapon(&mut self, mut weapon: DynGd<Node3D, dyn Weapon>) {
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if let Some(mut weapon) = self.weapon.take() {
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let prev_cd = if let Some(mut weapon) = self.weapon.take() {
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let prev_cd = weapon.dyn_bind().get_remaining_cd();
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weapon.queue_free();
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weapon.queue_free();
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}
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prev_cd
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} else {
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0.
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};
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if let Some(weapon_node) = &mut self.weapon_node {
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if let Some(weapon_node) = &mut self.weapon_node {
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weapon.dyn_bind_mut().set_remaining_cd(prev_cd);
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weapon_node.add_child(&weapon);
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weapon_node.add_child(&weapon);
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self.weapon = Some(weapon);
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self.weapon = Some(weapon);
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}
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}
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@ -80,12 +80,17 @@ impl SoldierMesh {
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fn spawn_weapon(
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fn spawn_weapon(
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&mut self,
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&mut self,
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node: DynGd<Node3D, dyn Weapon>,
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mut node: DynGd<Node3D, dyn Weapon>,
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) -> Option<DynGd<Node3D, dyn Weapon>> {
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) -> Option<DynGd<Node3D, dyn Weapon>> {
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if let Some(mut weapon) = self.current_weapon.take() {
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let prev_cd = if let Some(mut weapon) = self.current_weapon.take() {
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let rem = weapon.dyn_bind().get_remaining_cd();
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weapon.queue_free();
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weapon.queue_free();
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}
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rem
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} else {
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0.
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};
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if let Some(hand) = &mut self.hand_attachment {
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if let Some(hand) = &mut self.hand_attachment {
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node.dyn_bind_mut().set_remaining_cd(prev_cd);
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hand.add_child(&node);
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hand.add_child(&node);
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self.current_weapon = Some(node.clone());
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self.current_weapon = Some(node.clone());
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Some(node)
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Some(node)
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@ -23,6 +23,8 @@ pub trait Weapon {
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deal_damage: bool,
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deal_damage: bool,
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) -> bool;
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) -> bool;
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fn get_type(&self) -> WeaponType;
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fn get_type(&self) -> WeaponType;
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fn get_remaining_cd(&self) -> f64;
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fn set_remaining_cd(&mut self, cd: f64);
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}
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}
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#[derive(Debug, Clone, Copy, Deserialize, Serialize, PartialEq, PartialOrd)]
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#[derive(Debug, Clone, Copy, Deserialize, Serialize, PartialEq, PartialOrd)]
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@ -127,6 +129,14 @@ impl Weapon for Raygun {
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fn get_type(&self) -> WeaponType {
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fn get_type(&self) -> WeaponType {
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WeaponType::Raygun
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WeaponType::Raygun
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}
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}
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fn get_remaining_cd(&self) -> f64 {
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self.cooldown_remaining
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}
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fn set_remaining_cd(&mut self, cd: f64) {
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self.cooldown_remaining = cd;
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}
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}
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}
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#[derive(GodotClass)]
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#[derive(GodotClass)]
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@ -219,6 +229,14 @@ impl Weapon for Shotgun {
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fn get_type(&self) -> WeaponType {
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fn get_type(&self) -> WeaponType {
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WeaponType::Shotgun
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WeaponType::Shotgun
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}
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}
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fn get_remaining_cd(&self) -> f64 {
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self.cooldown_remaining
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}
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fn set_remaining_cd(&mut self, cd: f64) {
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self.cooldown_remaining = cd;
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}
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}
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}
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#[derive(GodotClass)]
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#[derive(GodotClass)]
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@ -280,4 +298,10 @@ impl Weapon for BallWeapon {
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fn get_type(&self) -> WeaponType {
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fn get_type(&self) -> WeaponType {
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WeaponType::Ball
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WeaponType::Ball
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}
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}
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fn get_remaining_cd(&self) -> f64 {
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0.
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}
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fn set_remaining_cd(&mut self, _: f64) {}
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}
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}
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