Closed jChicote closed 1 month ago
[x] Add an opening action event for the event timer
[x] On event start, add a method that runs the first round on start and disables the the first round shot until the interval fired round is shot.
- [ ] Add new method which simply fires gun
- [ ] Add new method which fires the first round
- [ ] Modify the existing fire method to handle held fire.
[x] Modify the toggle method to make first round available after if firing is released / cancelled.
SO if the weapon is first clicked, a fire is immediantely shot but if unclicked and then reclicked immediately. The next shot would not be fired until the timer ticks to the next round. ( This means that the tick should not be guarded by if statements and just run continously ).
Reloading should not be affected by this
If held, the first shot will be made and successful shots will then follow.
Add a new timer or reuse the FirstFireTimer to become 'FirstShort' or 'FireStartTimer'. After the first shot fire is made, the boolean 'HasFiredFirstShot' should prevent any other shot being made by the trigger. The timer will run until it completes and renable the first shot capability.
Meanwhile for held fire. If the first shot is fired, the timer is reset for the held fire so that the held fire does not retrigger until some timer after the first shot
Currently Definable states:
When will create be used
When will update be used
Creating Player
Add Creating ship
Add Create Weapon:
The design of the usecases makes it reliable but is not suitable for execution in an environment that relies on a pipeline. The fact it needs to execute a seperate methods will lead to it becoming seperate to the coroutine thread.
Suggested changes:
Features / improvements:
Issues in development:
Description
Acceptance Criteria
Implementation