EquippedItem,Ammo got changed to int instead of double. Loading entities from map the new way in Tests. ComponentWrapper:s Name is now Type
This commit is contained in:
+10
-12
@@ -27,33 +27,31 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
|
||||
leftMouseWasReleased = false;
|
||||
//get the health component linked to the playerId
|
||||
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
|
||||
double currentAmmo = 0.0;
|
||||
int currentAmmo = 0;
|
||||
double currentCoolDownTimer = 0.0;
|
||||
|
||||
if (fabs((double)player["EquippedItem"] - (double)HeldItem::PrimaryWeapon) < 0.0001) {
|
||||
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) {
|
||||
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
|
||||
currentAmmo = (double)currentItem["Ammo"];
|
||||
currentAmmo = (int)currentItem["Ammo"];
|
||||
currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
|
||||
}
|
||||
if (fabs((double)player["EquippedItem"] - (double)HeldItem::SecondaryWeapon) < 0.0001) {
|
||||
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) {
|
||||
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
|
||||
currentAmmo = (double)currentItem["Ammo"];
|
||||
currentAmmo = (int)currentItem["Ammo"];
|
||||
currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
|
||||
}
|
||||
|
||||
if (currentHealth > 0.0 && currentAmmo > 0.0 && currentCoolDownTimer < 0.001) {
|
||||
if (currentHealth > 0.0 && currentAmmo > 0 && currentCoolDownTimer < 0.001) {
|
||||
//decrease ammo count
|
||||
//TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later
|
||||
if (fabs((double)player["EquippedItem"] - (double)HeldItem::PrimaryWeapon) < 0.0001) {
|
||||
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) {
|
||||
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
|
||||
int currentAmmoInt = (int)((double)currentItem["Ammo"]);
|
||||
currentItem["Ammo"] = (double)(currentAmmoInt - 1);
|
||||
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
|
||||
currentItem["CoolDownTimer"] = 2.0;//change later!
|
||||
}
|
||||
if (fabs((double)player["EquippedItem"] - (double)HeldItem::SecondaryWeapon) < 0.0001) {
|
||||
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) {
|
||||
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
|
||||
int currentAmmoInt = (int)((double)currentItem["Ammo"]);
|
||||
currentItem["Ammo"] = (double)(currentAmmoInt - 1);
|
||||
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
|
||||
currentItem["CoolDownTimer"] = 2.0;//change later!
|
||||
}
|
||||
//create and publish the shoot event
|
||||
|
||||
Reference in New Issue
Block a user