Fixed firearm frozen bug

This commit is contained in:
Franklin 2023-11-15 11:07:02 -04:00
parent 9538f73075
commit 8c30ba6d9f
3 changed files with 6 additions and 4 deletions

View File

@ -73,7 +73,7 @@ pub fn capture_hand_usage(
for (player, mut player_inventory, _player_entity, player_transform, mut player_firing_info) in player_query.iter_mut() {
// Equipping gun
// Validate player has primary item, and secondary item in inventory
if !resources.game_ui_state.any_window() {
if !resources.game_ui_state.any_window() && !player_firing_info.is_reloading {
if resources.keyboard_input.just_pressed(KeyCode::Key1) {
if let Some(primary_item) = player_inventory.get_primary() {
if let Some(primary_firearm) = primary_item.get_firearm() {
@ -108,14 +108,13 @@ pub fn capture_hand_usage(
Some(current_slot) => {
player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &resources.assets_gltf, &resources.loaded_gltf_assets, current_slot);
equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
player_inventory.current_slot = None;
},
None => {},
}
}
}
// Firearm stuff
if let Equipment::Firearm(player_firearm) = player.0.equipment.clone() {
player_firing_info

View File

@ -38,6 +38,7 @@ pub fn change_equipment(
let Ok((mut player, player_firing_info)) = player_query.get_single_mut() else {
return;
};
//if player_firing_info.is_reloading { return; }
// Primary firearm change
let player_hands = player_hands_query.single_mut();

View File

@ -44,6 +44,7 @@ pub fn setup_inventory_screen(mut commands: Commands) {
flex_direction: FlexDirection::Column,
..Default::default()
},
background_color: BackgroundColor(Color::RED),
..Default::default()
})
.set_parent(background_id)
@ -65,10 +66,11 @@ pub fn setup_inventory_screen(mut commands: Commands) {
})
.set_parent(background_id)
.id();
}
pub fn update_inventory_screen(
mut commands: Commands,
//mut commands: Commands,
game_ui_state: Res<GameUiState>,
mut inventory_screen_query: Query<&mut Visibility, With<InventoryScreenUiMarker>>,
) {