Added translation to leaning
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7783c4a165
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3573156316
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@ -116,22 +116,32 @@ pub fn follow_cursor_with_camera(
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Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch);
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Quat::from_axis_angle(Vec3::Y, yaw) * Quat::from_axis_angle(Vec3::X, pitch);
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for mut camera_transform in camera_query.iter_mut() {
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for mut camera_transform in camera_query.iter_mut() {
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let local_z = camera_transform.local_z();
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let right = Vec3::new(local_z.z * 0.5, camera_transform.translation.y, -local_z.x * 0.5);
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player_transform.rotation = desired_rotation_quat;
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player_transform.rotation = desired_rotation_quat;
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if keyboard_input.pressed(KeyCode::Q) {
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if keyboard_input.pressed(KeyCode::Q) {
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let final_quat = Quat::from_axis_angle(Vec3::Z, radians_from_degrees(30.0));
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let final_quat = Quat::from_axis_angle(Vec3::Z, radians_from_degrees(30.0));
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camera_transform.rotation = camera_transform
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camera_transform.rotation = camera_transform
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.rotation
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.rotation
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.lerp(final_quat, time.delta_seconds() / 0.2);
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.lerp(final_quat, time.delta_seconds() / 0.2);
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camera_transform.translation = camera_transform.translation.lerp(Vec3 { x: -right.x, y: camera_transform.translation.y, z: -right.z }, time.delta_seconds() / 0.2);
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} else if keyboard_input.pressed(KeyCode::E) {
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} else if keyboard_input.pressed(KeyCode::E) {
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let final_quat =
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let final_quat =
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Quat::from_axis_angle(Vec3::Z, radians_from_degrees(-30.0));
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Quat::from_axis_angle(Vec3::Z, radians_from_degrees(-30.0));
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camera_transform.rotation = camera_transform
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camera_transform.rotation = camera_transform
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.rotation
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.rotation
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.lerp(final_quat, time.delta_seconds() / 0.2);
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.lerp(final_quat, time.delta_seconds() / 0.2);
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camera_transform.translation = camera_transform.translation.lerp(Vec3 { x: right.x, y: camera_transform.translation.y, z: right.z }, time.delta_seconds() / 0.2);
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} else {
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} else {
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camera_transform.rotation = camera_transform
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camera_transform.rotation = camera_transform
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.rotation
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.rotation
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.lerp(Quat::default(), time.delta_seconds() / 0.2);
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.lerp(Quat::default(), time.delta_seconds() / 0.2);
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camera_transform.translation = camera_transform.translation.lerp(Vec3 {
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x: 0.0,
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y: camera_transform.translation.y,
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z: 0.0,
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}, time.delta_seconds() / 0.2);
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}
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}
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// headbob_camera(&mut camera_transform, time.delta_seconds_f64());
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// headbob_camera(&mut camera_transform, time.delta_seconds_f64());
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}
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}
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@ -28,7 +28,7 @@ pub fn capture_hand_usage(
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for mut hand_transform in hand_query.iter_mut() {
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for mut hand_transform in hand_query.iter_mut() {
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if player_firing_info.is_reloading {
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if player_firing_info.is_reloading {
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for mut player in &mut players {
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for player in &mut players {
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if let Some(reload_animation) = animation_clips.get(&animations.reload_magazine) {
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if let Some(reload_animation) = animation_clips.get(&animations.reload_magazine) {
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if player.elapsed() >= reload_animation.duration() {
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if player.elapsed() >= reload_animation.duration() {
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magazine_data.rounds_shot = 0;
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magazine_data.rounds_shot = 0;
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@ -45,7 +45,6 @@ pub fn capture_hand_usage(
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}
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}
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// Set is_reloading = true
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// Set is_reloading = true
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// At the end of reload animation, set magazine data to capacity = 0
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// At the end of reload animation, set magazine data to capacity = 0
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}
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}
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// AIMING IN/OUT
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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) {
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@ -43,6 +43,4 @@ pub fn load_scene(application: &mut App) {
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application.add_systems(Update, capture_hand_usage);
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application.add_systems(Update, capture_hand_usage);
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application.add_systems(Startup, setup_lighting);
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application.add_systems(Startup, setup_lighting);
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//application.add_systems(Update, setup_scene_once_loaded);
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//application.add_systems(Update, play_animation);
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}
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}
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