Gun state gets persisted on drop and equip
This commit is contained in:
parent
be895b0021
commit
45845fcd6c
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@ -9,6 +9,15 @@ pub enum ItemState {
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Weapon(FirearmState),
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}
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impl ItemState {
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pub fn as_firearm_state(self) -> FirearmState {
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match self {
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ItemState::Weapon(firearm_state) => firearm_state,
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_ => panic!("Not a weapon ItemState variant...")
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}
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}
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}
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/// When an item gets picked up in the game world, this event should handle all the physical properties on the game world.
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/// Mainly, removing the item from the game world, triggering inventory events, changing the player's equipment, etc...
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#[derive(Event)]
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@ -17,5 +26,4 @@ pub struct PickupItemEvent {
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pub entity: Entity,
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pub item: Arc<dyn Item>,
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pub player: Entity,
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pub state: Option<ItemState>
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}
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@ -15,7 +15,7 @@ pub struct InventoryItem {
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#[allow(unused)]
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impl InventoryItem {
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pub fn item(&self) -> &dyn Item {
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self.item.as_ref()
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self.item
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}
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pub fn rotated(&self) -> Option<bool> {
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self.rotated
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@ -1,3 +1,5 @@
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use std::sync::Arc;
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use bevy::reflect::Reflect;
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use crate::comps::core::items::item::Item;
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@ -7,5 +9,5 @@ use crate::comps::core::items::item::Item;
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#[derive(Default, Reflect)]
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pub struct ItemInventory {
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#[reflect(ignore)]
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pub item: Option<Box<dyn Item>>,
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pub item: Option<Arc<dyn Item>>,
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}
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@ -1,6 +1,8 @@
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use std::sync::Arc;
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use bevy::{prelude::*, gltf::Gltf};
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use crate::{comps::core::{items::item::Item, events::inventory_changed::PlayerInventoryChangedEvent, weapons::firearm_data::FirearmType}, setup::assets::GltfAssets};
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use crate::{comps::core::{items::item::Item, events::{inventory_changed::PlayerInventoryChangedEvent, pickup_item::ItemState}, weapons::firearm_data::FirearmType}, setup::assets::GltfAssets};
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use super::{item_inventory::ItemInventory, slot::PlayerInventorySlotType};
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@ -34,10 +36,10 @@ impl PlayerInventory {
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self.secondary.item.is_some()
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}
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pub fn get_primary(&self) -> &Option<Box<dyn Item>> {
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pub fn get_primary(&self) -> &Option<Arc<dyn Item>> {
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&self.primary.item
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}
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pub fn get_secondary(&self) -> &Option<Box<dyn Item>> {
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pub fn get_secondary(&self) -> &Option<Arc<dyn Item>> {
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&self.secondary.item
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}
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@ -48,14 +50,15 @@ impl PlayerInventory {
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&mut self.secondary
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}
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/// This comes from a PickupItemEvent usually
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pub fn pickup_item(&mut self, item: &dyn Item, slot: PlayerInventorySlotType) {
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pub fn pickup_item(&mut self, item: Arc<dyn Item>, slot: PlayerInventorySlotType) {
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let mut inventory_slot = match slot {
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PlayerInventorySlotType::Primary => &mut self.primary,
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PlayerInventorySlotType::Secondary => &mut self.secondary,
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_ => unimplemented!(),
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};
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let Some(firearm) = item.get_firearm() else { return; };
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inventory_slot.item = Some(firearm.get_item_box());
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println!("Pickup item: {:?}", item.get_state());
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inventory_slot.item = Some(item);
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}
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pub fn drop_item(&mut self, slot: PlayerInventorySlotType) {
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match slot {
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@ -76,6 +79,7 @@ pub fn drop_slot_in_game_world(
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assets_gltf: &Res<GltfAssets>,
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loaded_gltf_assets: &Res<Assets<Gltf>>,
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slot: PlayerInventorySlotType,
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item_state: Option<ItemState>,
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) {
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let drop_position = Transform::from_translation(
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player_transform.translation
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@ -104,6 +108,7 @@ pub fn drop_slot_in_game_world(
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FirearmType::Primary => {
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// Send equipment_changed_event
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if let Some(primary_item) = player_inventory.get_primary() {
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println!("drop_slot_in_game_world {:?}", primary_item.get_state());
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// Drop this one
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primary_item.spawn(
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commands,
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@ -111,7 +116,7 @@ pub fn drop_slot_in_game_world(
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&assets_gltf,
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&loaded_gltf_assets,
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drop_impulse,
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None
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primary_item.get_state()
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);
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}
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player_inventory.drop_item(PlayerInventorySlotType::Primary);
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@ -125,7 +130,7 @@ pub fn drop_slot_in_game_world(
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&assets_gltf,
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&loaded_gltf_assets,
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drop_impulse,
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None
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item_state
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);
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}
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player_inventory.drop_item(PlayerInventorySlotType::Secondary);
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@ -1,4 +1,7 @@
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use std::sync::Arc;
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use bevy::{prelude::*, gltf::Gltf};
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use bevy_inspector_egui::egui::mutex::Mutex;
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use bevy_rapier3d::{dynamics::{RigidBody, GravityScale, ExternalImpulse}, geometry::{ColliderMassProperties, Collider}};
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use crate::{comps::core::{
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@ -7,8 +10,10 @@ use crate::{comps::core::{
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markers::{holdable::HoldableObjectType, interactable::Interactable}, inventory::slot::PlayerInventorySlotType, weapons::{firearm::Firearm, firearm_data::FirearmData}, events::pickup_item::ItemState,
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}, setup::assets::{GltfAssets, GltfAssetType}, utils};
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#[derive(Component, Reflect)]
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pub struct Ak105GunItem;
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#[derive(Component)]
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pub struct Ak105GunItem {
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pub state: Mutex<Option<ItemState>>
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}
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impl Item for Ak105GunItem {
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fn get_type(&self) -> ItemType {
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@ -88,7 +93,7 @@ impl Item for Ak105GunItem {
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))
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.id();
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match item_state {
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Some(state) => { commands.entity(firearm_asset_entity).insert(state); },
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Some(ref state) => { commands.entity(firearm_asset_entity).insert(state.clone()); },
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None => {},
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};
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let firearm_size = firearm.get_size();
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@ -116,10 +121,19 @@ impl Item for Ak105GunItem {
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impulse: with_impulse,
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..Default::default()
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},
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Interactable::Item(firearm.get_item_arc()),
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Interactable::Item(Arc::new(Ak105GunItem { state: Mutex::new(item_state) })),
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))
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.push_children(&[firearm_asset_entity]);
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}
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}
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}
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fn get_state(&self) -> Option<ItemState> {
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self.state.lock().clone()
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}
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fn set_state(&self, state: Option<ItemState>) {
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*self.state.lock() = state
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}
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}
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@ -1,3 +1,5 @@
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use std::sync::Arc;
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use bevy::{prelude::*, gltf::Gltf};
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use bevy_rapier3d::{geometry::{ColliderMassProperties, Collider}, dynamics::{RigidBody, GravityScale, ExternalImpulse}};
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@ -116,10 +118,19 @@ impl Item for Glock17GunItem {
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impulse: with_impulse,
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..Default::default()
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},
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Interactable::Item(firearm.get_item_arc()),
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Interactable::Item(Arc::new(Glock17GunItem) ),
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))
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.push_children(&[firearm_asset_entity]);
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}
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}
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}
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fn get_state(&self) -> Option<ItemState> {
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todo!()
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}
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fn set_state(&self, state: Option<ItemState>) {
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todo!()
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}
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}
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@ -17,7 +17,7 @@ pub enum ItemType {
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}
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#[bevy_trait_query::queryable]
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pub trait Item: Sync + Send + Reflect {
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pub trait Item: Sync + Send {
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fn get_type(&self) -> ItemType;
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fn asset_path(&self) -> &str;
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/// Optional Stackable. If value is Some(x) x is the max quantity per stack
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@ -26,8 +26,11 @@ pub trait Item: Sync + Send + Reflect {
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fn inventory_rotatable(&self) -> bool;
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fn inventory_title(&self) -> String;
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fn inventory_description(&self) -> String;
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fn set_state(&self, state: Option<ItemState>);
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fn get_state(&self) -> Option<ItemState>;
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/// Spawn an item on the game world. Every item should implement this
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/// The transform passed to this function should be a GlobalTransform.into()
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///
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fn spawn(
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&self,
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commands: &mut Commands,
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@ -36,7 +39,7 @@ pub trait Item: Sync + Send + Reflect {
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loaded_gltf_assets: &Assets<Gltf>,
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with_impulse: Vec3,
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item_state: Option<ItemState>,
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) {
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) ;/*{
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match self.get_type() {
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ItemType::Holdable(object_type) => {
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match object_type {
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@ -96,7 +99,7 @@ pub trait Item: Sync + Send + Reflect {
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impulse: with_impulse,
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..Default::default()
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},
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Interactable::Item(firearm.get_item_arc()),
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Interactable::Item(firearm.get),
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))
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.push_children(&[firearm_asset_entity]);
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}
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@ -107,7 +110,7 @@ pub trait Item: Sync + Send + Reflect {
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ItemType::Equippable => todo!(),
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ItemType::Consumable => todo!(),
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};
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}
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}*/
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fn get_firearm(&self) -> Option<Firearm> {
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match self.get_type() {
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ItemType::Holdable(holdable) => match holdable {
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@ -7,7 +7,7 @@ use crate::comps::core::items::item::Item;
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//use crate::comps::core::inventory::any_inventory::AnyInventory;
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#[allow(unused)]
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#[derive(Component)]
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#[derive(Component, Clone)]
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pub enum Interactable {
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Holdable,
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//Lootable(AnyInventory),
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@ -1,10 +1,10 @@
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use bevy::{prelude::*, gltf::Gltf, ecs::system::SystemParam};
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use bevy::{prelude::*, gltf::Gltf, ecs::system::SystemParam, scene::SceneInstance};
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use crate::{comps::core::{weapons::{firearm::Firearm, firearm_state::FirearmState, slot::slot::WeaponSlot, attachment_slot::AttachmentSlot, attachments::weapon_attachment::WeaponAttachment}, events::pickup_item::ItemState}, setup::assets::{GltfAssets, GltfAssetType}};
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#[derive(SystemParam)]
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pub struct InsertFirearmStateIntoFirearmsParams<'w, 's> {
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firearm_scene_bundle: Query<'w, 's, (Entity, Option<&'static ItemState>, &'static Children)>,
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firearm_scene_bundle: Query<'w, 's, (Entity, Option<&'static ItemState>, &'static Children), With<SceneInstance>>,
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firearm_query: Query<'w, 's, (Entity, &'static Firearm, &'static Parent, Option<&'static FirearmState>), Or<(Without<FirearmState>, Changed<FirearmState>)>>,
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slots_query: Query<'w, 's, (Entity, &'static WeaponSlot, &'static Parent)>,
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attachments_query: Query<'w, 's, (Entity, &'static WeaponAttachment, &'static Parent)>,
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@ -31,8 +31,7 @@ pub fn insert_firearm_state_to_firearms(
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commands
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.entity(firearm_entity)
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.insert(firearm_state.clone());
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//TODO: spawn in attachments
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println!("Reused firearm_state");
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spawn_attachments_in_firearm(&mut commands, firearm_entity, firearm_state, &queries.slots_query, &assets_gltf, &loaded_gltf_assets);
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return;
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}
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}
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@ -40,7 +39,7 @@ pub fn insert_firearm_state_to_firearms(
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match firearm_state_opt {
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Some(firearm_state) => {
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// Change the Slots
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spawn_attachments_in_firearm(&mut commands, firearm_entity, firearm_state, &queries.slots_query, &assets_gltf, &loaded_gltf_assets)
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spawn_attachments_in_firearm(&mut commands, firearm_entity, firearm_state, &queries.slots_query, &assets_gltf, &loaded_gltf_assets);
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},
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None => {
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// Create the firearm_state
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@ -59,9 +58,10 @@ pub fn insert_firearm_state_to_firearms(
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});
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}
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}
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let firearm_state = FirearmState::new(firearm_slots);
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commands
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.entity(firearm_entity)
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.insert(FirearmState::new(firearm_slots));
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.insert(firearm_state.clone());
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},
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};
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}
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@ -1,4 +1,5 @@
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use bevy::prelude::*;
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use bevy_inspector_egui::egui::mutex::Mutex;
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use crate::comps::core::{
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items::{guns::ak105::Ak105GunItem, item::Item},
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@ -16,6 +17,6 @@ impl ItemSpawnPoint for Ak105SpawnPoint {
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}
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fn get_item(&self) -> Box<dyn Item> {
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Box::new(Ak105GunItem)
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Box::new(Ak105GunItem { state: Mutex::new(None) })
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}
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}
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@ -1,6 +1,7 @@
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use std::sync::Arc;
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use std::sync::{Arc};
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use bevy::prelude::*;
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use bevy_inspector_egui::egui::mutex::Mutex;
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use crate::comps::core::{markers::holdable::HoldableObjectData, items::{item::Item, guns::{glock17::Glock17GunItem, ak105::Ak105GunItem}}};
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@ -157,14 +158,14 @@ impl Firearm {
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match self {
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//Firearm::M4A1 => Arc::new(M4a1GunItem),
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Firearm::Glock17 => Arc::new(Glock17GunItem),
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Firearm::Ak105 => Arc::new(Ak105GunItem),
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Firearm::Ak105 => Arc::new(Ak105GunItem { state: Mutex::new(None) }),
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}
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}
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pub fn get_item_box(&self) -> Box<dyn Item> {
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match self {
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//Firearm::M4A1 => Box::new(M4a1GunItem),
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Firearm::Glock17 => Box::new(Glock17GunItem),
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Firearm::Ak105 => Box::new(Ak105GunItem),
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Firearm::Ak105 => Box::new(Ak105GunItem { state: Mutex::new(None) }),
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}
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}
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}
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@ -3,22 +3,22 @@ use bevy_rapier3d::prelude::*;
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use crate::{
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comps::core::{
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events::{pickup_item::PickupItemEvent, inventory_changed::PlayerInventoryChangedEvent},
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events::{pickup_item::{PickupItemEvent, ItemState}, inventory_changed::PlayerInventoryChangedEvent},
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inventory::{player_inventory::{PlayerInventory, self}, slot::PlayerInventorySlotType},
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markers::{
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camera::MainCamera,
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holdable::InPlayerHands,
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interactable::Interactable,
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player::Player, proxy::{character::in_player_hands_parent::InPlayerHandsParent, physics::rapier::LinkToPlayer},
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},
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}, weapons::{firearm::Firearm, firearm_state::FirearmState},
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},
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logic::core::guns::{player_firing::PlayerFiringInfo, shoot::shoot_bullet},
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logic::core::guns::{player_firing::PlayerFiringInfo},
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setup::{
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equipment::{Equipment, EquipmentChangeEvent},
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load_state::GameLoadState, assets::GltfAssets, //animations::AllAnimations,
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},
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ui::game::{game_ui_state::GameUiState, hud::hud::HudState},
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utils::rad_deg::radians_from_degrees,
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utils::{rad_deg::radians_from_degrees, hierarchy::find_child_in_parent_children},
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};
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#[derive(SystemParam)]
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@ -41,18 +41,18 @@ pub fn capture_hand_usage(
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mut resources: CaptureHandUsageResourcesParams,
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mut commands: Commands,
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mut hand_query: Query<&mut Transform, (With<InPlayerHandsParent>, Without<Player>)>,
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mut firearm_query: Query<
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mut hand_query: Query<(&mut Transform, Entity), (With<InPlayerHandsParent>, Without<Player>)>,
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mut firearms_query: Query<
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(
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Entity,
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&Firearm,
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&FirearmState,
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&GlobalTransform,
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),
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(With<InPlayerHands>, Without<InPlayerHandsParent>),
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>,
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mut player_query: Query<(&Player, &mut PlayerInventory, Entity, &Transform, &mut PlayerFiringInfo)>,
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//mut animation_players: Query<(Entity, &mut AnimationPlayer)>,
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//children: Query<&Children>,
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children: Query<&Children>,
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mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
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mut inventory_changed_events: EventWriter<PlayerInventoryChangedEvent>,
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@ -66,18 +66,19 @@ pub fn capture_hand_usage(
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// Equipping stuff
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for (player, mut player_inventory, _player_entity, player_transform, mut player_firing_info) in player_query.iter_mut() {
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for (player, mut player_inventory, player_entity, player_transform, mut player_firing_info) in player_query.iter_mut() {
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// Equipping gun
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// Validate player has primary item, and secondary item in inventory
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if !resources.game_ui_state.any_window() && !player_firing_info.is_reloading {
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if resources.keyboard_input.just_pressed(KeyCode::Key1) {
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if let Some(primary_item) = player_inventory.get_primary() {
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if let Some(primary_firearm) = primary_item.get_firearm() {
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if Equipment::Firearm(primary_firearm.clone())
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if Equipment::Firearm(primary_firearm.clone(), primary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state())
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!= player.0.equipment
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{
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println!("CaptureHandUsage {:?}", primary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state());
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equipment_change_event_writer
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.send(EquipmentChangeEvent(Equipment::Firearm(primary_firearm)));
|
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.send(EquipmentChangeEvent(Equipment::Firearm(primary_firearm, primary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state())));
|
||||
player_inventory.current_slot = Some(PlayerInventorySlotType::Primary);
|
||||
}
|
||||
}
|
||||
|
@ -85,11 +86,11 @@ pub fn capture_hand_usage(
|
|||
} else if resources.keyboard_input.just_pressed(KeyCode::Key2) {
|
||||
if let Some(secondary_item) = player_inventory.get_secondary() {
|
||||
if let Some(secondary_firearm) = secondary_item.get_firearm() {
|
||||
if Equipment::Firearm(secondary_firearm.clone())
|
||||
if Equipment::Firearm(secondary_firearm.clone(), secondary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state())
|
||||
!= player.0.equipment
|
||||
{
|
||||
equipment_change_event_writer
|
||||
.send(EquipmentChangeEvent(Equipment::Firearm(secondary_firearm)));
|
||||
.send(EquipmentChangeEvent(Equipment::Firearm(secondary_firearm, secondary_item.get_state().expect("No item state in an equipped Item.").as_firearm_state())));
|
||||
player_inventory.current_slot = Some(PlayerInventorySlotType::Secondary);
|
||||
}
|
||||
}
|
||||
|
@ -102,9 +103,15 @@ pub fn capture_hand_usage(
|
|||
} else if resources.keyboard_input.just_pressed(KeyCode::G) {
|
||||
match player_inventory.current_slot {
|
||||
Some(current_slot) => {
|
||||
player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &resources.assets_gltf, &resources.loaded_gltf_assets, current_slot);
|
||||
equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
|
||||
player_inventory.current_slot = None;
|
||||
for (_, in_player_hands_entity) in hand_query.iter() {
|
||||
for (firearm_entity, _, firearm_state, _) in firearms_query.iter() {
|
||||
if find_child_in_parent_children(&mut commands, in_player_hands_entity, firearm_entity, &children) {
|
||||
player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &resources.assets_gltf, &resources.loaded_gltf_assets, current_slot, Some(ItemState::Weapon(firearm_state.clone())));
|
||||
equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
|
||||
player_inventory.current_slot = None;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
None => {},
|
||||
}
|
||||
|
@ -112,13 +119,13 @@ pub fn capture_hand_usage(
|
|||
}
|
||||
|
||||
// Firearm stuff
|
||||
if let Equipment::Firearm(_f) = player.0.equipment.clone() {
|
||||
if let Equipment::Firearm(_f, _) = player.0.equipment.clone() {
|
||||
player_firing_info
|
||||
.full_auto_timer
|
||||
.tick(resources.time.delta());
|
||||
|
||||
for (_f, firearm_transform) in
|
||||
firearm_query.iter_mut()
|
||||
for (_f, firearm_transform, _, _) in
|
||||
firearms_query.iter_mut()
|
||||
{
|
||||
for mut hand_transform in hand_query.iter_mut() {
|
||||
if player_firing_info.is_reloading {
|
||||
|
@ -290,28 +297,35 @@ pub fn capture_hand_usage(
|
|||
|
||||
}
|
||||
|
||||
#[derive(SystemParam)]
|
||||
pub struct InteractActionParams<'w, 's> {
|
||||
player_query: Query<'w, 's, Entity, (With<Player>, Without<MainCamera>)>,
|
||||
player_collider_query: Query<'w, 's, Entity, (With<LinkToPlayer>, With<Collider>, Without<MainCamera>)>,
|
||||
camera_query: Query<'w, 's, &'static GlobalTransform, (With<MainCamera>, Without<Player>)>,
|
||||
interactables_query: Query<'w, 's, (Entity, &'static Interactable)>,
|
||||
firearms_query: Query<'w, 's, (Entity, &'static Firearm, &'static FirearmState)>
|
||||
}
|
||||
|
||||
/// Method that is run when player hits interact button.
|
||||
/// Should raycast where the player is looking and scan for interactable
|
||||
pub fn interact_action(
|
||||
//mut commands: Commands,
|
||||
player_query: Query<Entity, (With<Player>, Without<MainCamera>)>,
|
||||
player_collider_query: Query<Entity, (With<LinkToPlayer>, With<Collider>, Without<MainCamera>)>,
|
||||
camera_query: Query<&GlobalTransform, (With<MainCamera>, Without<Player>)>,
|
||||
interactables_query: Query<(Entity, &Interactable)>,
|
||||
mut commands: Commands,
|
||||
children: Query<&Children>,
|
||||
query: InteractActionParams,
|
||||
keyboard_input: Res<Input<KeyCode>>,
|
||||
rapier_context: Res<RapierContext>,
|
||||
mut hud_state: ResMut<HudState>,
|
||||
mut pickup_item_event_writer: EventWriter<PickupItemEvent>,
|
||||
game_ui_state: Res<GameUiState>,
|
||||
) {
|
||||
for player_entity in player_query.iter() {
|
||||
for global_transform in camera_query.iter() {
|
||||
for player_entity in query.player_query.iter() {
|
||||
for global_transform in query.camera_query.iter() {
|
||||
let ray_pos = global_transform.translation();
|
||||
let ray_dir = global_transform.forward() * 2.0; // TODO: Move this into global Resource state
|
||||
let max_toi = 4.0;
|
||||
let solid = true;
|
||||
|
||||
for player_collider_entity in player_collider_query.iter() {
|
||||
for player_collider_entity in query.player_collider_query.iter() {
|
||||
if let Some((entity, _)) = rapier_context.cast_ray(
|
||||
ray_pos,
|
||||
ray_dir,
|
||||
|
@ -319,24 +333,32 @@ pub fn interact_action(
|
|||
solid,
|
||||
QueryFilter::default().exclude_collider(player_collider_entity),
|
||||
) {
|
||||
for (interactable_entity, interactable) in interactables_query.iter() {
|
||||
for (interactable_entity, interactable) in query.interactables_query.iter() {
|
||||
if interactable_entity == entity {
|
||||
hud_state.interaction_clue_shown = true;
|
||||
hud_state.interaction_clue_text = interactable.to_string();
|
||||
if keyboard_input.just_pressed(KeyCode::F) && !game_ui_state.any_window() {
|
||||
// TODO: Move this key to Controls state global
|
||||
match interactable {
|
||||
match interactable.clone() {
|
||||
Interactable::Holdable => todo!(),
|
||||
/*Interactable::Lootable(any_inventory) => {
|
||||
loot_container_event_writer
|
||||
.send(LootContainerEvent(any_inventory.clone()))
|
||||
}*/
|
||||
Interactable::Item(item) => {
|
||||
let mut item_state = None;
|
||||
for (firearm_entity, _, firearm_state) in query.firearms_query.iter() {
|
||||
if find_child_in_parent_children(&mut commands, interactable_entity, firearm_entity, &children) {
|
||||
item_state = Some(ItemState::Weapon(firearm_state.clone()));
|
||||
}
|
||||
}
|
||||
println!("Setting item state: {:?}", item_state);
|
||||
item.set_state(item_state);
|
||||
|
||||
pickup_item_event_writer.send(PickupItemEvent {
|
||||
entity: interactable_entity,
|
||||
item: item.clone(),
|
||||
item,
|
||||
player: player_entity,
|
||||
state: None
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,26 +1,19 @@
|
|||
use bevy::{gltf::Gltf, prelude::*};
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
comps::core::{
|
||||
use crate::comps::core::{
|
||||
events::{pickup_item::PickupItemEvent, inventory_changed::PlayerInventoryChangedEvent},
|
||||
inventory::player_inventory::{PlayerInventory, self},
|
||||
inventory::player_inventory::PlayerInventory,
|
||||
markers::player::Player,
|
||||
},
|
||||
setup::assets::GltfAssets,
|
||||
};
|
||||
};
|
||||
|
||||
pub fn update_player_inventory_system(
|
||||
mut commands: Commands,
|
||||
mut pickup_item_events: EventReader<PickupItemEvent>,
|
||||
mut inventory_changed_events: EventWriter<PlayerInventoryChangedEvent>,
|
||||
mut player_query: Query<(Entity, &mut PlayerInventory, &Transform), With<Player>>,
|
||||
assets_gltf: Res<GltfAssets>,
|
||||
loaded_gltf_assets: Res<Assets<Gltf>>,
|
||||
) {
|
||||
for event in pickup_item_events.read() {
|
||||
println!("Pickup Item Event received");
|
||||
for (player_entity, mut player_inventory, player_transform) in player_query.iter_mut() {
|
||||
println!("Player found");
|
||||
for (player_entity, mut player_inventory, _) in player_query.iter_mut() {
|
||||
if player_entity == event.player {
|
||||
// Get item type and where it should go
|
||||
commands
|
||||
|
@ -28,8 +21,8 @@ pub fn update_player_inventory_system(
|
|||
.despawn_descendants()
|
||||
.despawn();
|
||||
|
||||
player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &assets_gltf, &loaded_gltf_assets, event.item.get_item_slot());
|
||||
player_inventory.pickup_item(event.item.as_ref(), event.item.get_item_slot());
|
||||
//player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &assets_gltf, &loaded_gltf_assets, event.item.get_item_slot(), event.item.get_state().clone());
|
||||
player_inventory.pickup_item(event.item.clone(), event.item.get_item_slot());
|
||||
inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(event.item.clone()), slot_type: event.item.get_item_slot() });
|
||||
println!("Inventory Changed Event sent");
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@ use crate::{
|
|||
comps::core::{markers::{
|
||||
holdable::InPlayerHands,
|
||||
player::Player, proxy::character::in_player_hands_parent::InPlayerHandsParent,
|
||||
}, weapons::{firearm::Firearm, firearm_data::FirearmData}},
|
||||
}, weapons::{firearm::Firearm, firearm_data::FirearmData, firearm_state::FirearmState}, events::pickup_item::ItemState},
|
||||
logic::core::guns::player_firing::PlayerFiringInfo,
|
||||
utils,
|
||||
};
|
||||
|
@ -18,7 +18,7 @@ pub struct EquipmentChangeEvent(pub Equipment);
|
|||
/// Foundation for inventory System.
|
||||
#[derive(Component, Clone, Default, Reflect, PartialEq, PartialOrd)]
|
||||
pub enum Equipment {
|
||||
Firearm(Firearm),
|
||||
Firearm(Firearm, FirearmState),
|
||||
#[default]
|
||||
Nothing,
|
||||
}
|
||||
|
@ -42,7 +42,10 @@ pub fn change_equipment(
|
|||
let player_hands = player_hands_query.single_mut();
|
||||
|
||||
commands.entity(player_hands).despawn_descendants(); // TODO: Don't do this without keeping the state from the last mag
|
||||
if let Equipment::Firearm(new_firearm) = equipment_change_event.0.clone() {
|
||||
println!("");
|
||||
|
||||
if let Equipment::Firearm(new_firearm, firearm_state) = equipment_change_event.0.clone() {
|
||||
println!("Equipping: {:?}", firearm_state);
|
||||
spawn_firearm_on_player_hands(
|
||||
&mut commands,
|
||||
player_firing_info,
|
||||
|
@ -50,6 +53,7 @@ pub fn change_equipment(
|
|||
&assets_gltf,
|
||||
&loaded_gltf_assets,
|
||||
new_firearm,
|
||||
firearm_state,
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -66,6 +70,7 @@ fn spawn_firearm_on_player_hands(
|
|||
assets_gltf: &GltfAssets,
|
||||
loaded_gltf_assets: &Assets<Gltf>,
|
||||
firearm: Firearm,
|
||||
firearm_state: FirearmState,
|
||||
) {
|
||||
if let Some(asset_handle) = assets_gltf
|
||||
.assets
|
||||
|
@ -90,6 +95,7 @@ fn spawn_firearm_on_player_hands(
|
|||
transform: firearm_transform,
|
||||
..default()
|
||||
},
|
||||
ItemState::Weapon(firearm_state),
|
||||
Name::new("Firearm Gltf Asset"),
|
||||
))
|
||||
.id();
|
||||
|
|
Loading…
Reference in New Issue