Compiles and doesn't crash on startup, changed some Boxes to Arcs and added a PickupItemEvent
This commit is contained in:
parent
aa7eb521b8
commit
45f412c7c0
@ -1,10 +1,8 @@
|
|||||||
use bevy::prelude::*;
|
|
||||||
|
|
||||||
use crate::comps::core::items::item::Item;
|
use crate::comps::core::items::item::Item;
|
||||||
|
|
||||||
/// # ItemInventory
|
/// # ItemInventory
|
||||||
/// Specifically made to hold single items such as Guns, Pieces of armor.
|
/// Specifically made to hold single items such as Guns, Pieces of armor.
|
||||||
#[derive(Component, Clone, Default)]
|
#[derive(Default)]
|
||||||
pub struct ItemInventory<'a> {
|
pub struct ItemInventory {
|
||||||
pub item: Option<&'a dyn Item>,
|
pub item: Option<Box<dyn Item>>,
|
||||||
}
|
}
|
||||||
|
@ -3,13 +3,13 @@ use bevy::prelude::*;
|
|||||||
use super::item_inventory::ItemInventory;
|
use super::item_inventory::ItemInventory;
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct PlayerInventory<'a> {
|
pub struct PlayerInventory {
|
||||||
pub primary: ItemInventory<'a>,
|
pub primary: ItemInventory,
|
||||||
pub secondary: ItemInventory<'a>,
|
pub secondary: ItemInventory,
|
||||||
//pub backpack: AnyInventory,
|
//pub backpack: AnyInventory,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl<'a> Default for PlayerInventory<'a> {
|
impl Default for PlayerInventory {
|
||||||
fn default() -> Self {
|
fn default() -> Self {
|
||||||
Self {
|
Self {
|
||||||
primary: Default::default(),
|
primary: Default::default(),
|
||||||
|
@ -17,7 +17,7 @@ pub enum ItemType {
|
|||||||
}
|
}
|
||||||
|
|
||||||
#[bevy_trait_query::queryable]
|
#[bevy_trait_query::queryable]
|
||||||
pub trait Item {
|
pub trait Item: Sync + Send {
|
||||||
fn get_type(&self) -> ItemType;
|
fn get_type(&self) -> ItemType;
|
||||||
fn asset_path(&self) -> &str;
|
fn asset_path(&self) -> &str;
|
||||||
/// Optional Stackable. If value is Some(x) x is the max quantity per stack
|
/// Optional Stackable. If value is Some(x) x is the max quantity per stack
|
||||||
@ -86,7 +86,7 @@ pub trait Item {
|
|||||||
firearm_size.y,
|
firearm_size.y,
|
||||||
firearm_size.z,
|
firearm_size.z,
|
||||||
),
|
),
|
||||||
Interactable::Item,
|
Interactable::Item(firearm.get_item()),
|
||||||
))
|
))
|
||||||
.push_children(&[firearm_asset_entity]);
|
.push_children(&[firearm_asset_entity]);
|
||||||
}
|
}
|
||||||
|
@ -1,7 +1,9 @@
|
|||||||
use std::fmt::Display;
|
use std::{fmt::Display, sync::Arc};
|
||||||
|
|
||||||
use bevy::prelude::Component;
|
use bevy::prelude::Component;
|
||||||
|
|
||||||
|
use crate::comps::core::items::item::Item;
|
||||||
|
|
||||||
//use crate::comps::core::inventory::any_inventory::AnyInventory;
|
//use crate::comps::core::inventory::any_inventory::AnyInventory;
|
||||||
|
|
||||||
#[allow(unused)]
|
#[allow(unused)]
|
||||||
@ -9,7 +11,7 @@ use bevy::prelude::Component;
|
|||||||
pub enum Interactable {
|
pub enum Interactable {
|
||||||
Holdable,
|
Holdable,
|
||||||
//Lootable(AnyInventory),
|
//Lootable(AnyInventory),
|
||||||
Item,
|
Item(Arc<dyn Item>),
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Display for Interactable {
|
impl Display for Interactable {
|
||||||
@ -17,7 +19,7 @@ impl Display for Interactable {
|
|||||||
match self {
|
match self {
|
||||||
Interactable::Holdable => write!(f, "Holdable"),
|
Interactable::Holdable => write!(f, "Holdable"),
|
||||||
//Interactable::Lootable(_) => write!(f, "Lootable"),
|
//Interactable::Lootable(_) => write!(f, "Lootable"),
|
||||||
Interactable::Item => write!(f, "Item"),
|
Interactable::Item(_) => write!(f, "Item"),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2,10 +2,10 @@ use bevy::prelude::*;
|
|||||||
use bevy_rapier3d::prelude::*;
|
use bevy_rapier3d::prelude::*;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
comps::core::markers::{
|
comps::core::{markers::{
|
||||||
camera::MainCamera,
|
camera::MainCamera,
|
||||||
player::{Player, PlayerData, PlayerHand},
|
player::{Player, PlayerData, PlayerHand},
|
||||||
},
|
}, inventory::player_inventory::PlayerInventory},
|
||||||
logic::core::{
|
logic::core::{
|
||||||
guns::player_firing::PlayerFiringInfo,
|
guns::player_firing::PlayerFiringInfo,
|
||||||
player::{
|
player::{
|
||||||
@ -114,6 +114,7 @@ pub fn player_spawner(
|
|||||||
})
|
})
|
||||||
// Data
|
// Data
|
||||||
.insert(PlayerFiringInfo::default())
|
.insert(PlayerFiringInfo::default())
|
||||||
|
.insert(PlayerInventory::default())
|
||||||
.push_children(&[camera]);
|
.push_children(&[camera]);
|
||||||
|
|
||||||
game_load_state.player_loaded = true;
|
game_load_state.player_loaded = true;
|
||||||
|
@ -1,4 +0,0 @@
|
|||||||
use bevy::prelude::*;
|
|
||||||
|
|
||||||
#[derive(Event)]
|
|
||||||
pub struct SpawnFirearmEvent();
|
|
@ -1,7 +1,9 @@
|
|||||||
use crate::comps::core::markers::{
|
use std::sync::Arc;
|
||||||
|
|
||||||
|
use crate::comps::core::{markers::{
|
||||||
firearm::{FirearmData, FirearmType, FiringPoint},
|
firearm::{FirearmData, FirearmType, FiringPoint},
|
||||||
holdable::HoldableObjectData,
|
holdable::HoldableObjectData,
|
||||||
};
|
}, items::{item::Item, guns::{m4a1::M4a1GunItem, glock17::Glock17GunItem}}};
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
|
use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
|
||||||
@ -123,4 +125,10 @@ impl Firearm {
|
|||||||
Firearm::Glock17 => Vec3::ZERO,
|
Firearm::Glock17 => Vec3::ZERO,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
pub fn get_item(&self) -> Arc<dyn Item> {
|
||||||
|
match self {
|
||||||
|
Firearm::M4A1 => Arc::new(M4a1GunItem),
|
||||||
|
Firearm::Glock17 => Arc::new(Glock17GunItem),
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,5 @@
|
|||||||
pub mod caliber;
|
pub mod caliber;
|
||||||
pub mod despawn_shots;
|
pub mod despawn_shots;
|
||||||
pub mod equip_firearm;
|
|
||||||
pub mod firearm;
|
pub mod firearm;
|
||||||
pub mod player_firing;
|
pub mod player_firing;
|
||||||
pub mod shoot;
|
pub mod shoot;
|
||||||
|
@ -2,13 +2,13 @@ use bevy::{ecs::system::SystemParam, prelude::*};
|
|||||||
use bevy_rapier3d::prelude::*;
|
use bevy_rapier3d::prelude::*;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
comps::core::markers::{
|
comps::core::{markers::{
|
||||||
camera::MainCamera,
|
camera::MainCamera,
|
||||||
firearm::{FirearmData, MagazineData},
|
firearm::{FirearmData, MagazineData},
|
||||||
holdable::InPlayerHands,
|
holdable::InPlayerHands,
|
||||||
interactable::Interactable,
|
interactable::Interactable,
|
||||||
player::{Player, PlayerHand},
|
player::{Player, PlayerHand},
|
||||||
},
|
}, events::pickup_item::PickupItemEvent},
|
||||||
logic::core::guns::{firearm::Firearm, player_firing::PlayerFiringInfo, shoot::shoot_bullet},
|
logic::core::guns::{firearm::Firearm, player_firing::PlayerFiringInfo, shoot::shoot_bullet},
|
||||||
setup::{
|
setup::{
|
||||||
animations::AllFirearmAnimations,
|
animations::AllFirearmAnimations,
|
||||||
@ -259,7 +259,7 @@ pub fn interact_action(
|
|||||||
keyboard_input: Res<Input<KeyCode>>,
|
keyboard_input: Res<Input<KeyCode>>,
|
||||||
rapier_context: Res<RapierContext>,
|
rapier_context: Res<RapierContext>,
|
||||||
mut hud_state: ResMut<HudState>,
|
mut hud_state: ResMut<HudState>,
|
||||||
//mut loot_container_event_writer: EventWriter<LootContainerEvent>,
|
mut pickup_item_event_writer: EventWriter<PickupItemEvent>,
|
||||||
) {
|
) {
|
||||||
for (player_entity, transform) in player_query.iter() {
|
for (player_entity, transform) in player_query.iter() {
|
||||||
for global_transform in camera_query.iter() {
|
for global_transform in camera_query.iter() {
|
||||||
@ -292,9 +292,9 @@ pub fn interact_action(
|
|||||||
loot_container_event_writer
|
loot_container_event_writer
|
||||||
.send(LootContainerEvent(any_inventory.clone()))
|
.send(LootContainerEvent(any_inventory.clone()))
|
||||||
}*/
|
}*/
|
||||||
Interactable::Item => {
|
Interactable::Item(item) => {
|
||||||
//loot_container_event_writer
|
|
||||||
// .send()
|
pickup_item_event_writer.send(PickupItemEvent(item.clone()));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2,13 +2,15 @@ use bevy::prelude::*;
|
|||||||
|
|
||||||
//use crate::comps::core::events::loot_container::LootContainerEvent;
|
//use crate::comps::core::events::loot_container::LootContainerEvent;
|
||||||
|
|
||||||
|
use crate::comps::core::events::pickup_item::PickupItemEvent;
|
||||||
|
|
||||||
use super::menu::{setup_inventory_screen, update_inventory_screen};
|
use super::menu::{setup_inventory_screen, update_inventory_screen};
|
||||||
|
|
||||||
pub struct InventoryMenuPlugin;
|
pub struct InventoryMenuPlugin;
|
||||||
|
|
||||||
impl Plugin for InventoryMenuPlugin {
|
impl Plugin for InventoryMenuPlugin {
|
||||||
fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
|
||||||
//app.add_event::<LootContainerEvent>();
|
app.add_event::<PickupItemEvent>();
|
||||||
app.add_systems(Startup, setup_inventory_screen);
|
app.add_systems(Startup, setup_inventory_screen);
|
||||||
app.add_systems(Update, update_inventory_screen);
|
app.add_systems(Update, update_inventory_screen);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user