Adjustable reticle iteration done
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@ -40,6 +40,7 @@ Multiplayer
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- [x] Find some way to implement a shader for the optics (AFTER IMPLEMENTING NEW BULLET SYSTEM)
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- [x] Optic glass material
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- [x] Reticle render
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- [x] Reticle adjustment while on the field
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- [ ] Parallax effect on reticle
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- [ ] Weapon Clipping
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- [x] Make the player's collider bigger towards the front
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@ -20,7 +20,7 @@ impl Optic {
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}
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}
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/// Goes from 1-300
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/// Goes from 5-500
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pub fn default_reticle_brightness(&self) -> f32 {
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200.0
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}
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@ -30,7 +30,7 @@ pub fn update_reticle(
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for firearm_state in firearm_state.iter() {
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if let Some(ref optic_data) = firearm_state.optic_data {
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if let Some(mat) = materials.get_mut(reticle_material) {
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mat.emissive = optic_sight_glass.0.reticle().get_color() * optic_data.reticle_brightness.clamp(1.0, 500.0);
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mat.emissive = optic_sight_glass.0.reticle().get_color() * optic_data.reticle_brightness;
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}
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}
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}
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@ -50,6 +50,7 @@ pub struct CaptureHandUsageQueryParams<'w, 's> {
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children: Query<'w, 's, &'static Children>,
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}
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#[allow(unused)]
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#[allow(irrefutable_let_patterns)]
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pub fn capture_hand_usage(
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mut resources: CaptureHandUsageResourcesParams,
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@ -220,10 +221,7 @@ pub fn capture_hand_usage(
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if let Some(ref mut optic_data) = firearm_state.optic_data {
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for mouse_wheel_event in scroll_events.iter() {
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let add_to_brightness = mouse_wheel_event.y * resources.time.delta_seconds() * 200.0;
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println!("Changed reticle bright by {}", add_to_brightness);
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// TODO: Clamp values correctly
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optic_data.reticle_brightness = (optic_data.reticle_brightness + add_to_brightness).clamp(1.0, 500.0);
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//println!("Changed reticle bright by {}", add_to_brightness);
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optic_data.reticle_brightness = (optic_data.reticle_brightness + add_to_brightness).clamp(5.0, 500.0); // TODO: Clamp values correctly (introduce variables in optic or firearmstate stating min. and max. values)
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}
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}
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}
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