Fixed firearm frozen bug
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9538f73075
commit
8c30ba6d9f
@ -73,7 +73,7 @@ pub fn capture_hand_usage(
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for (player, mut player_inventory, _player_entity, player_transform, mut player_firing_info) in player_query.iter_mut() {
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for (player, mut player_inventory, _player_entity, player_transform, mut player_firing_info) in player_query.iter_mut() {
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// Equipping gun
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// Equipping gun
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// Validate player has primary item, and secondary item in inventory
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// Validate player has primary item, and secondary item in inventory
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if !resources.game_ui_state.any_window() {
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if !resources.game_ui_state.any_window() && !player_firing_info.is_reloading {
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if resources.keyboard_input.just_pressed(KeyCode::Key1) {
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if resources.keyboard_input.just_pressed(KeyCode::Key1) {
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if let Some(primary_item) = player_inventory.get_primary() {
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if let Some(primary_item) = player_inventory.get_primary() {
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if let Some(primary_firearm) = primary_item.get_firearm() {
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if let Some(primary_firearm) = primary_item.get_firearm() {
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@ -108,14 +108,13 @@ pub fn capture_hand_usage(
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Some(current_slot) => {
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Some(current_slot) => {
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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);
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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);
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equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
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equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
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player_inventory.current_slot = None;
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},
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},
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None => {},
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None => {},
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}
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}
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}
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}
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}
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}
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// Firearm stuff
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// Firearm stuff
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if let Equipment::Firearm(player_firearm) = player.0.equipment.clone() {
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if let Equipment::Firearm(player_firearm) = player.0.equipment.clone() {
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player_firing_info
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player_firing_info
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@ -38,6 +38,7 @@ pub fn change_equipment(
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let Ok((mut player, player_firing_info)) = player_query.get_single_mut() else {
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let Ok((mut player, player_firing_info)) = player_query.get_single_mut() else {
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return;
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return;
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};
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};
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//if player_firing_info.is_reloading { return; }
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// Primary firearm change
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// Primary firearm change
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let player_hands = player_hands_query.single_mut();
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let player_hands = player_hands_query.single_mut();
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@ -44,6 +44,7 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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flex_direction: FlexDirection::Column,
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flex_direction: FlexDirection::Column,
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..Default::default()
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..Default::default()
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},
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},
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background_color: BackgroundColor(Color::RED),
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..Default::default()
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..Default::default()
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})
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})
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.set_parent(background_id)
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.set_parent(background_id)
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@ -65,10 +66,11 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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})
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})
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.set_parent(background_id)
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.set_parent(background_id)
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.id();
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.id();
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}
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}
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pub fn update_inventory_screen(
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pub fn update_inventory_screen(
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mut commands: Commands,
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//mut commands: Commands,
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game_ui_state: Res<GameUiState>,
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game_ui_state: Res<GameUiState>,
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mut inventory_screen_query: Query<&mut Visibility, With<InventoryScreenUiMarker>>,
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mut inventory_screen_query: Query<&mut Visibility, With<InventoryScreenUiMarker>>,
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) {
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) {
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