Simplified PlayerSystem branches a lot! Thanks William!

This commit is contained in:
verysecrethero
2016-01-11 17:36:23 +01:00
parent 4b672b11e7
commit f0b425614d
+15 -23
View File
@@ -29,36 +29,28 @@ void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, dou
double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"]; double currentHealth = (double)world->GetComponent(player.EntityID, "Health")["Health"];
int currentAmmo = 0; int currentAmmo = 0;
double currentCoolDownTimer = 0.0; double currentCoolDownTimer = 0.0;
std::string HeldItemString = "";
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem)
HeldItemString = "PrimaryItem";
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem)
HeldItemString = "SecondaryItem";
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) { if (HeldItemString != "") {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem"); ComponentWrapper& currentItem = world->GetComponent(player.EntityID, HeldItemString);
currentAmmo = (int)currentItem["Ammo"]; currentAmmo = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)currentItem["CoolDownTimer"]; currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
}
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
currentAmmo = (int)currentItem["Ammo"];
currentCoolDownTimer = (double)currentItem["CoolDownTimer"];
}
if (currentHealth > 0.0 && currentAmmo > 0 && currentCoolDownTimer < 0.001) { if (currentHealth > 0.0 && currentAmmo > 0 && currentCoolDownTimer < 0.001) {
//decrease ammo count //decrease ammo count
//TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later //TODO: temp, set the cooldowntimer - probably done in some other system (itemSystem?) later
if ((int)player["EquippedItem"] == (int)HeldItem::PrimaryItem) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "PrimaryItem");
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1; currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
currentItem["CoolDownTimer"] = 2.0;//change later! currentItem["CoolDownTimer"] = 2.0;//change later!
//create and publish the shoot event
Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates;
eShoot.currentlyEquippedItem = (int)(player["EquippedItem"]);
m_EventBroker->Publish(eShoot);
} }
if ((int)player["EquippedItem"] == (int)HeldItem::SecondaryItem) {
ComponentWrapper& currentItem = world->GetComponent(player.EntityID, "SecondaryItem");
currentItem["Ammo"] = (int)currentItem["Ammo"] - 1;
currentItem["CoolDownTimer"] = 2.0;//change later!
}
//create and publish the shoot event
Events::Shoot eShoot;
eShoot.currentAimingPoint = aimingCoordinates;
eShoot.currentlyEquippedItem = (int) ((double)player["EquippedItem"]);
m_EventBroker->Publish(eShoot);
} }
} }
} }