wicked-waifus-rs/wicked-waifus-game-server/src/logic/components/weapon_skin.rs
xavo95 4d6b79aa29 2.4.1 (#9)
Review this, includes:

- Unlocks for weapons
    - All weapons unlock
    - Max level weapons
    - Max resonance weapons
- Fixed unlocks for roles, now max level, breakthrought and resonance come from bindata
- Unlocks for all skin types(flight, wing, role, skin)
- Weapon inventory implemented
- Change role skin implemented
- Change weapon skin implmented
- Change flight skin implemented
- Change wing skin implemented
- Change weapon implemented(basic, no attributes, no switch)
- Created SequenceGenerator to emulate sql sequences with reusable ids

Known bugs:

- In prod only one projection can be equipped simulataneously, we dont care :xdskull:
- Change skin will plot with invalid Rotation so a change of character is required, investigate this

Reviewed-on: WutheringSlaves/wicked-waifus-rs#9
Reviewed-by: RabbyDevs <rabbydevs@gmail.com>
2025-05-23 01:33:05 +00:00

17 lines
554 B
Rust

use wicked_waifus_protocol::entity_component_pb::ComponentPb;
use wicked_waifus_protocol::{EntityComponentPb, WeaponSkinComponentPb};
use crate::logic::ecs::component::Component;
pub struct WeaponSkin {
pub skin_id: i32,
}
impl Component for WeaponSkin {
fn set_pb_data(&self, pb: &mut wicked_waifus_protocol::EntityPb) {
pb.component_pbs.push(EntityComponentPb {
component_pb: Some(ComponentPb::WeaponSkinComponentPb(WeaponSkinComponentPb {
weapon_skin_id: self.skin_id,
})),
})
}
}