Compiles and doesn't crash on startup, changed some Boxes to Arcs and added a PickupItemEvent
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aa7eb521b8
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@ -1,10 +1,8 @@
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use bevy::prelude::*;
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use crate::comps::core::items::item::Item;
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/// # ItemInventory
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/// Specifically made to hold single items such as Guns, Pieces of armor.
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#[derive(Component, Clone, Default)]
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pub struct ItemInventory<'a> {
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pub item: Option<&'a dyn Item>,
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#[derive(Default)]
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pub struct ItemInventory {
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pub item: Option<Box<dyn Item>>,
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}
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@ -3,13 +3,13 @@ use bevy::prelude::*;
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use super::item_inventory::ItemInventory;
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#[derive(Component)]
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pub struct PlayerInventory<'a> {
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pub primary: ItemInventory<'a>,
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pub secondary: ItemInventory<'a>,
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pub struct PlayerInventory {
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pub primary: ItemInventory,
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pub secondary: ItemInventory,
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//pub backpack: AnyInventory,
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}
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impl<'a> Default for PlayerInventory<'a> {
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impl Default for PlayerInventory {
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fn default() -> Self {
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Self {
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primary: Default::default(),
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@ -17,4 +17,4 @@ impl<'a> Default for PlayerInventory<'a> {
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//backpack: AnyInventory::new(UGrid::new_square(10)),
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}
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}
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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 {
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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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@ -86,7 +86,7 @@ pub trait Item {
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firearm_size.y,
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firearm_size.z,
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),
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Interactable::Item,
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Interactable::Item(firearm.get_item()),
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))
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.push_children(&[firearm_asset_entity]);
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}
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@ -1,7 +1,9 @@
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use std::fmt::Display;
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use std::{fmt::Display, sync::Arc};
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use bevy::prelude::Component;
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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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@ -9,7 +11,7 @@ use bevy::prelude::Component;
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pub enum Interactable {
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Holdable,
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//Lootable(AnyInventory),
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Item,
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Item(Arc<dyn Item>),
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}
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impl Display for Interactable {
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@ -17,7 +19,7 @@ impl Display for Interactable {
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match self {
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Interactable::Holdable => write!(f, "Holdable"),
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//Interactable::Lootable(_) => write!(f, "Lootable"),
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Interactable::Item => write!(f, "Item"),
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Interactable::Item(_) => write!(f, "Item"),
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}
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}
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}
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@ -2,10 +2,10 @@ use bevy::prelude::*;
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use bevy_rapier3d::prelude::*;
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use crate::{
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comps::core::markers::{
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comps::core::{markers::{
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camera::MainCamera,
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player::{Player, PlayerData, PlayerHand},
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},
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}, inventory::player_inventory::PlayerInventory},
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logic::core::{
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guns::player_firing::PlayerFiringInfo,
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player::{
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@ -114,6 +114,7 @@ pub fn player_spawner(
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})
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// Data
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.insert(PlayerFiringInfo::default())
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.insert(PlayerInventory::default())
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.push_children(&[camera]);
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game_load_state.player_loaded = true;
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@ -1,4 +0,0 @@
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use bevy::prelude::*;
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#[derive(Event)]
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pub struct SpawnFirearmEvent();
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@ -1,7 +1,9 @@
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use crate::comps::core::markers::{
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use std::sync::Arc;
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use crate::comps::core::{markers::{
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firearm::{FirearmData, FirearmType, FiringPoint},
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holdable::HoldableObjectData,
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};
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}, items::{item::Item, guns::{m4a1::M4a1GunItem, glock17::Glock17GunItem}}};
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use bevy::prelude::*;
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use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
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@ -123,4 +125,10 @@ impl Firearm {
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Firearm::Glock17 => Vec3::ZERO,
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}
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}
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pub fn get_item(&self) -> Arc<dyn Item> {
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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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}
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}
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}
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@ -1,6 +1,5 @@
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pub mod caliber;
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pub mod despawn_shots;
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pub mod equip_firearm;
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pub mod firearm;
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pub mod player_firing;
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pub mod shoot;
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@ -2,13 +2,13 @@ use bevy::{ecs::system::SystemParam, prelude::*};
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use bevy_rapier3d::prelude::*;
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use crate::{
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comps::core::markers::{
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comps::core::{markers::{
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camera::MainCamera,
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firearm::{FirearmData, MagazineData},
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holdable::InPlayerHands,
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interactable::Interactable,
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player::{Player, PlayerHand},
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},
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}, events::pickup_item::PickupItemEvent},
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logic::core::guns::{firearm::Firearm, player_firing::PlayerFiringInfo, shoot::shoot_bullet},
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setup::{
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animations::AllFirearmAnimations,
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@ -259,7 +259,7 @@ pub fn interact_action(
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keyboard_input: Res<Input<KeyCode>>,
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rapier_context: Res<RapierContext>,
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mut hud_state: ResMut<HudState>,
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//mut loot_container_event_writer: EventWriter<LootContainerEvent>,
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mut pickup_item_event_writer: EventWriter<PickupItemEvent>,
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) {
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for (player_entity, transform) in player_query.iter() {
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for global_transform in camera_query.iter() {
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@ -292,9 +292,9 @@ pub fn interact_action(
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loot_container_event_writer
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.send(LootContainerEvent(any_inventory.clone()))
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}*/
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Interactable::Item => {
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//loot_container_event_writer
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// .send()
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Interactable::Item(item) => {
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pickup_item_event_writer.send(PickupItemEvent(item.clone()));
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}
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}
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}
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@ -2,13 +2,15 @@ use bevy::prelude::*;
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//use crate::comps::core::events::loot_container::LootContainerEvent;
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use crate::comps::core::events::pickup_item::PickupItemEvent;
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use super::menu::{setup_inventory_screen, update_inventory_screen};
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pub struct InventoryMenuPlugin;
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impl Plugin for InventoryMenuPlugin {
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fn build(&self, app: &mut App) {
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//app.add_event::<LootContainerEvent>();
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app.add_event::<PickupItemEvent>();
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app.add_systems(Startup, setup_inventory_screen);
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app.add_systems(Update, update_inventory_screen);
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}
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