Bad breaking blocks code (unfinished i need to work on something first
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@@ -17,7 +17,7 @@ export class PlayerControlsSystem extends System {
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super();
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}
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update(world: ClientWorld, _delta: number): void {
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update(world: ClientWorld, delta: number): void {
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const [player] = world.get_tag("player")!;
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const velocity = player.get(Velocity)!;
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const controls = player.get(PlayerControls)!;
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@@ -110,13 +110,28 @@ export class PlayerControlsSystem extends System {
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InputManager.set_mouse_grabbed(player_component.screens.length === 0);
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if (InputManager.is_mouse_down(0) && player_component.screens.length === 0) {
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player_component.breaking_block = true;
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} else {
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player_component.breaking_block = false;
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player_component.break_progress_max = 0;
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player_component.break_progress = 0;
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}
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const block = world.dimension.get_looked_block(world.dimension, camera);
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if (block && player_component.screens.length === 0) {
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if (InputManager.is_mouse_pressed(0)) {
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world.dimension.break_block(block.x, block.y, block.z);
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const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", block.block)!;
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if (player_component.breaking_block) {
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player_component.break_progress_max = block_info.toughness ?? 9999;
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player_component.break_progress += delta;
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if (player_component.break_progress >= player_component.break_progress_max) {
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world.dimension.break_block(block.x, block.y, block.z);
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player_component.break_progress_max = 0;
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player_component.break_progress = 0;
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}
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} else if (InputManager.is_mouse_pressed(2)) {
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// interact if possible
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const block_info = EverythingRegistry.get_by_id<BlockRegistry>("blocks", block.block);
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const interacted = block_info?.on_interact?.(world.dimension, {
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x: block.x,
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y: block.y,
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