Fixed AbilityUI for player and changed so the AbilityCooldown system wont need a child with text, instead just write if it has one.

This commit is contained in:
Tleety
2016-03-03 00:32:07 +01:00
parent 8005ca377c
commit 050ce57e24
2 changed files with 79 additions and 40 deletions
@@ -14,17 +14,19 @@ void AbilityCooldownHUDSystem::Update(double dt)
if (!abilityEntity.Valid())
return;
EntityWrapper cooldownTextEntity = entity.FirstChildByName("Cooldown");
double maxAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
double currentAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownTimer"];
if(cooldownTextEntity.Valid()) {
if(cooldownTextEntity.HasComponent("Text"))
{
double maxAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownMaxTimer"];
double currentAbilityCD = (double)abilityEntity["DashAbility"]["CoolDownTimer"];
currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
std::string t = (std::string&)cooldownTextEntity["Text"]["Content"] = std::to_string(currentAbilityCD).substr(0, 3);
if(entity.HasComponent("Fill")) {
entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD; //TODO: current time needs to be in the component.
}
}
}
if (entity.HasComponent("Fill")) {
currentAbilityCD = currentAbilityCD >= 0.0 ? currentAbilityCD : 0.0;
entity["Fill"]["Percentage"] = currentAbilityCD/maxAbilityCD;
}
}
}