Invalidated player controls when settings screen is up
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45639fd0f3
commit
331fb31c40
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@ -1,9 +1,9 @@
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use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::logic::core::player::player_movement::{
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use crate::{logic::core::player::player_movement::{
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move_player, PlayerLinearXZState, PlayerLinearYState, PlayerMovementInput,
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};
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}, ui::game::settings::SettingsScreenUIConfiguration};
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use super::markers::player::Player;
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@ -22,6 +22,7 @@ pub fn capture_input(
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With<Player>,
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>,
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time: Res<Time>,
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settings_screen_config: Res<SettingsScreenUIConfiguration>,
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) {
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// Don't allocate on each frame. Instead Check if any of the inputs are being pressed and then allocate.
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if keyboard_input.any_pressed([
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@ -48,6 +49,10 @@ pub fn capture_input(
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back: keyboard_input.pressed(KeyCode::S),
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sprint: keyboard_input.pressed(KeyCode::ShiftLeft),
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};
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move_player(player_movement_input, player_query, time);
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if settings_screen_config.settings_menu_shown {
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move_player(PlayerMovementInput::default(), player_query, time);
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} else {
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move_player(player_movement_input, player_query, time);
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}
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}
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}
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@ -74,21 +74,9 @@ pub fn follow_cursor_with_camera(
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keyboard_input: Res<Input<KeyCode>>,
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btn: Res<Input<MouseButton>>,
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time: Res<Time>,
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mut settings_screen_config: ResMut<SettingsScreenUIConfiguration>
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mut settings_screen_config: ResMut<SettingsScreenUIConfiguration>,
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) {
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if let Ok(mut window) = primary_window.get_single_mut() {
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if btn.just_pressed(MouseButton::Left) {
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// if you want to use the cursor, but not let it leave the window,
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// use `Confined` mode:
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// window.cursor.grab_mode = CursorGrabMode::Confined;
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// for a game that doesn't use the cursor (like a shooter):
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// use `Locked` mode to keep the cursor in one place
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window.cursor.grab_mode = CursorGrabMode::Locked;
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// also hide the cursor
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window.cursor.visible = false;
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}
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if keyboard_input.just_pressed(KeyCode::Escape) {
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if settings_screen_config.settings_menu_shown { // Hide settings screen & Capture Cursor
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settings_screen_config.settings_menu_shown = false;
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@ -100,6 +88,21 @@ pub fn follow_cursor_with_camera(
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window.cursor.visible = true; // Show cursor
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}
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}
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if settings_screen_config.settings_menu_shown {
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return;
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}
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if btn.just_pressed(MouseButton::Left) {
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// if you want to use the cursor, but not let it leave the window,
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// use `Confined` mode:
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// window.cursor.grab_mode = CursorGrabMode::Confined;
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// for a game that doesn't use the cursor (like a shooter):
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// use `Locked` mode to keep the cursor in one place
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window.cursor.grab_mode = CursorGrabMode::Locked;
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// also hide the cursor
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window.cursor.visible = false;
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}
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if window.cursor.grab_mode != CursorGrabMode::None {
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for mut player_transform in player_query.iter_mut() {
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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, firearm::Firearm}, utils::rad_deg::radians_from_degrees, setup::{animations::AllFirearmAnimations, load_state::GameLoadState, equipment::{EquipmentChangeEvent, Equipment}},
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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}}, ui::game::settings::SettingsScreenUIConfiguration,
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};
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pub fn capture_hand_usage(
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@ -24,6 +24,7 @@ pub fn capture_hand_usage(
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game_load_state: Res<GameLoadState>,
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mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
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settings_screen_config: Res<SettingsScreenUIConfiguration>,
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) {
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if !game_load_state.player_loaded {
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return;
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@ -50,7 +51,7 @@ pub fn capture_hand_usage(
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}
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}
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} else { // Player is not in a reload animation
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if keyboard_input.just_pressed(KeyCode::R) {
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if keyboard_input.just_pressed(KeyCode::R) && !settings_screen_config.settings_menu_shown{
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// Start reload animation
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for mut animation_player in &mut animation_players {
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if let Some(firearm_animations) = all_firearm_animations.animations.iter().find(|animation| &animation.firearm == &player_firearm) {
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@ -62,7 +63,7 @@ pub fn capture_hand_usage(
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// At the end of reload animation, set magazine data to capacity = 0
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}
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// AIMING IN/OUT
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if mouse_buttons.pressed(MouseButton::Right) {
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if mouse_buttons.pressed(MouseButton::Right) && !settings_screen_config.settings_menu_shown {
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let rotation_lerp_quat = hand_transform.rotation.lerp(
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firearm_data.final_aimed_rotation,
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(time.delta_seconds() / firearm_data.rebound_time_seconds).clamp(0.0, 1.0),
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@ -82,13 +83,14 @@ 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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// Equipping gun
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if keyboard_input.just_pressed(KeyCode::Key1) && !settings_screen_config.settings_menu_shown {
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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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} else if keyboard_input.just_pressed(KeyCode::Key2) && !settings_screen_config.settings_menu_shown {
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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 mouse_buttons.pressed(MouseButton::Left) && !settings_screen_config.settings_menu_shown {
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if player_firing_info.full_auto_timer.finished() {
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if magazine_data.rounds_shot < magazine_data.max_capacity {
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// Get recoil numbers from patterns
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@ -1,4 +1,4 @@
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use bevy::prelude::*;
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use bevy::{prelude::*, ui::FocusPolicy};
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use super::settings::SettingsScreenUIConfiguration;
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@ -17,7 +17,8 @@ pub fn setup_settings_screen(mut commands: Commands) {
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..Default::default()
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},
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visibility: Visibility::Hidden,
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background_color: BackgroundColor(Color::BLACK),
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background_color: BackgroundColor(Color::rgba(0.0, 0.0, 0.0, 0.9)),
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focus_policy: FocusPolicy::Block,
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..Default::default()
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}
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).insert(SettingsScreenMarker);
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