Fire controller system
(
time: Res<Time>,
keyboard_input: Res<ButtonInput<KeyCode>>,
mut bullet_fired_event: MessageWriter<WeaponFiredEvent>,
mut audio_event: MessageWriter<AudioEvent>,
mut query: Query<
| 120 | |
| 121 | // Fire controller system |
| 122 | pub fn fire_controller( |
| 123 | time: Res<Time>, |
| 124 | keyboard_input: Res<ButtonInput<KeyCode>>, |
| 125 | mut bullet_fired_event: MessageWriter<WeaponFiredEvent>, |
| 126 | mut audio_event: MessageWriter<AudioEvent>, |
| 127 | mut query: Query<(&Transform, &mut Weapon, &Collider), With<Player>>, |
| 128 | ) { |
| 129 | for (transform, mut weapon, collider) in &mut query { |
| 130 | if keyboard_input.just_pressed(KeyCode::Space) { |
| 131 | send_projectile_spawn_event( |
| 132 | transform, |
| 133 | collider, |
| 134 | &weapon, |
| 135 | &mut bullet_fired_event, |
| 136 | &mut audio_event, |
| 137 | ); |
| 138 | weapon.cooldown_timer.reset(); |
| 139 | weapon.cooldown_timer.set_mode(TimerMode::Repeating); |
| 140 | weapon.cooldown_timer.unpause(); |
| 141 | } else if keyboard_input.just_released(KeyCode::Space) { |
| 142 | weapon.cooldown_timer.pause() |
| 143 | } |
| 144 | weapon.cooldown_timer.tick(time.delta()); |
| 145 | if weapon.cooldown_timer.just_finished() { |
| 146 | send_projectile_spawn_event( |
| 147 | transform, |
| 148 | collider, |
| 149 | &weapon, |
| 150 | &mut bullet_fired_event, |
| 151 | &mut audio_event, |
| 152 | ); |
| 153 | } |
| 154 | } |
| 155 | } |
| 156 | |
| 157 | fn send_projectile_spawn_event( |
| 158 | transform: &Transform, |
nothing calls this directly
no test coverage detected