Added temp weapon switching system, finished glock17 firearmdata
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@ -29,6 +29,8 @@ pub struct FirearmData {
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pub final_aimed_position: Vec3,
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/// Final position of hands when not aimed in
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pub final_position: Vec3,
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pub scale_factor: f32,
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}
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#[derive(Component)]
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@ -2,4 +2,5 @@
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#[derive(Clone)]
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pub enum Caliber {
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NATO556,
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Parabellum9mm,
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}
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@ -3,19 +3,23 @@ use bevy::prelude::*;
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use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
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#[allow(unused)]
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#[derive(Component, PartialEq, Eq, PartialOrd, Ord, Clone)]
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pub enum Firearm {
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M4A1,
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Glock17,
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}
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impl Firearm {
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pub fn firearm_data(&self) -> FirearmData {
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match self {
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Firearm::M4A1 => {
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FirearmData {
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firing_point: Vec3 { x: -2.5, y: 0.0, z: 0.0 },
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caliber: Caliber::NATO556,
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max_capacity: 30,
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fire_rate: 800.0,
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rebound_time_seconds: 0.1,
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rebound_time_seconds: 0.2,
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vertical_recoil_modifier: 2.0,
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horizontal_recoil_modifier: 0.5,
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recoil_pattern: FirearmSprayPattern {
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@ -42,13 +46,59 @@ impl Firearm {
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y: -0.45,
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z: -2.7,
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},
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scale_factor: 1.0,
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asset_path: String::from("weapons/m4a1_rifle.glb"),
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}
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},
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Firearm::Glock17 => {
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FirearmData {
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firing_point: Vec3 { x: -2.5, y: 0.0, z: 0.0 },
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caliber: Caliber::Parabellum9mm,
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max_capacity: 17,
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fire_rate: 600.0,
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rebound_time_seconds: 0.1,
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vertical_recoil_modifier: 5.0,
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horizontal_recoil_modifier: 1.0,
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recoil_pattern: FirearmSprayPattern {
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vertical: Vec::from([
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1.0, 1.2, 1.3, 1.6, 1.5, 1.7, 1.5, 1.5, 1.5, 2.0 // 10 for now
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]),
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horizontal: Vec::from([
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1.0, 1.2, 1.3, -1.6, 1.5, -1.7, -1.5, 1.5, -1.5, 2.0 // 10 for now
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]),
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},
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final_aimed_rotation: Quat::from_rotation_x(0.026),
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final_rotation: Quat::default(),
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final_aimed_position: Vec3 {
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// x: -0.003,
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// y: -0.35,
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// z: -10.6,
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x: -0.003,
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y: -0.5,
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z: -1.6,
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},
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final_position: Vec3 {
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x: 1.0,
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y: -0.45,
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z: -2.7,
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},
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scale_factor: 0.25,
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asset_path: String::from("weapons/glock_17_pistol.glb"),
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}
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},
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}
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}
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pub fn holdable_object_data(&self) -> HoldableObjectData {
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HoldableObjectData {
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match self {
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Firearm::M4A1 => HoldableObjectData {
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held_at: Vec3::ZERO,
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y_rot: -90.0,
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},
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Firearm::Glock17 => HoldableObjectData {
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held_at: Vec3::ZERO,
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y_rot: 0.0,
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},
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}
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}
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}
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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use crate::{
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comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::InPlayerHands, player::{PlayerHand, Player}},
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logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees, setup::{animations::AllFirearmAnimations, load_state::GameLoadState},
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logic::core::guns::{player_firing::PlayerFiringInfo, firearm::Firearm}, utils::rad_deg::radians_from_degrees, setup::{animations::AllFirearmAnimations, load_state::GameLoadState, equipment::{EquipmentChangeEvent, Equipment}},
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};
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pub fn capture_hand_usage(
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@ -22,10 +22,15 @@ pub fn capture_hand_usage(
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animation_clips: Res<Assets<AnimationClip>>,
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game_load_state: Res<GameLoadState>,
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mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
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) {
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if !game_load_state.player_loaded {
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return;
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}
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if player_query.iter().len() == 0 {
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return;
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}
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if let Some(player_firearm) = player_query.single().0.equipment.primary_firearm.clone() {
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for mut player_firing_info in player_firing_info_query.iter_mut() {
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player_firing_info.full_auto_timer.tick(time.delta());
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@ -77,6 +82,11 @@ pub fn capture_hand_usage(
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(time.delta_seconds() / firearm_data.rebound_time_seconds).clamp(0.0, 1.0),
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);
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}
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if keyboard_input.just_pressed(KeyCode::Key1) {
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equipment_change_event_writer.send(EquipmentChangeEvent(Equipment{ primary_firearm: Some(Firearm::M4A1) }));
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} else if keyboard_input.just_pressed(KeyCode::Key2) {
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equipment_change_event_writer.send(EquipmentChangeEvent(Equipment{ primary_firearm: Some(Firearm::Glock17) }));
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}
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// SHOOTING & RECOIL
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if mouse_buttons.pressed(MouseButton::Left) {
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if player_firing_info.full_auto_timer.finished() {
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@ -3,6 +3,6 @@ use bevy::prelude::*;
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use crate::{setup::{spawn::SpawnPoint, equipment::Equipment}, comps::core::markers::player::{Player, PlayerData}, logic::core::guns::firearm::Firearm};
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pub fn set_spawn_points(mut commands: Commands) {
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commands.spawn(SpawnPoint { at: Transform::from_xyz(3.0, 5.0, 2.0), what: Player(PlayerData{ equipment: Equipment { primary_firearm: Some(Firearm::M4A1) }}) });
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commands.spawn(SpawnPoint { at: Transform::from_xyz(3.0, 5.0, 2.0), what: Player(PlayerData{ equipment: Equipment { primary_firearm: Some(Firearm::Glock17) }}) });
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}
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@ -31,10 +31,11 @@ pub fn load_all_assets(
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image_handle: skybox_handle,
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});
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let m4a1_gltf_asset = GltfAsset { asset_type: GltfAssetType::Firearm(Firearm::M4A1), asset: asset_server.load(Firearm::M4A1.firearm_data().asset_path) } ;
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let glock17_gltf_asset = GltfAsset { asset_type: GltfAssetType::Firearm(Firearm::Glock17), asset: asset_server.load(Firearm::Glock17.firearm_data().asset_path) };
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commands.insert_resource(GltfAssets {
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assets: Vec::from([
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m4a1_gltf_asset
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m4a1_gltf_asset,
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glock17_gltf_asset
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])
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});
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game_load_state.assets_loaded = true;
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@ -32,7 +32,7 @@ pub fn change_equipment(
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let player_hands = player_hands_query.single_mut();
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commands.entity(player_hands).clear_children(); // Don't do this without keeping the state from the last mag
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commands.entity(player_hands).despawn_descendants(); // Don't do this without keeping the state from the last mag
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if let Some(new_firearm) = equipment_change_event.0.primary_firearm.clone() {
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spawn_firearm_on_player_hands(&mut commands, player_firing_info, player_hands, &assets_gltf, &loaded_gltf_assets, new_firearm);
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}
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@ -54,13 +54,15 @@ fn spawn_firearm_on_player_hands(
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) {
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if let Some(asset_handle) = assets_gltf.assets.iter().find(|asset| asset.asset_type == GltfAssetType::Firearm(firearm.clone())) {
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if let Some(gltf) = loaded_gltf_assets.get(&asset_handle.asset) {
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let firearm_data: FirearmData = firearm.firearm_data();
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let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
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firearm_transform.rotate_y(utils::rad_deg::radians_from_degrees(
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firearm.holdable_object_data().y_rot,
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));
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firearm_transform.scale = firearm_transform.scale * firearm_data.scale_factor;
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let scene = gltf.scenes[0].clone();
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let firearm_data: FirearmData = firearm.firearm_data();
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let firearm_entity = commands
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.spawn((
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SceneBundle {
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@ -94,8 +94,8 @@ pub fn player_spawner(
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.insert(PlayerFiringInfo::default())
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.push_children(&[camera]);
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game_load_state.player_loaded = true;
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equipment_change_event_writer.send(EquipmentChangeEvent(player_spawn_point.what.0.equipment.clone()));
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commands.entity(player_spawn_point_entity).despawn();
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game_load_state.player_loaded = true;
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}
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}
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