Added shooting, recoil system like csgo with patterns, and set gun aim time to rebound_time
This commit is contained in:
parent
794d8bf4aa
commit
56fc163b5c
@ -1,6 +1,6 @@
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use bevy::prelude::{Component, Vec3};
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use bevy::prelude::{Component, Quat, Vec3};
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use crate::logic::core::guns::caliber::Caliber;
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use crate::logic::core::guns::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
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#[derive(Component)]
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pub struct FirearmData<'a> {
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@ -10,8 +10,21 @@ pub struct FirearmData<'a> {
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/// Placeholder until mags get implemented
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pub max_capacity: u32,
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/// Rounds per minute
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pub fire_rate: u32,
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/// Amount of ms it takes for gun to come down from shooting
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pub rebound_time_millis: i64,
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pub fire_rate: f32,
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/// Amount of seconds it takes for gun to come down from shooting
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pub rebound_time_seconds: f32,
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pub asset_path: &'a str,
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pub vertical_recoil_modifier: f32,
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pub horizontal_recoil_modifier: f32,
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pub recoil_pattern: FirearmSprayPattern,
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/// Final rotation of hands when aimed in
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pub final_aimed_rotation: Quat,
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/// Final rotation of hands when not aimed in
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pub final_rotation: Quat,
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/// Final position of hands when aimed in
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pub final_aimed_position: Vec3,
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/// Final position of hands when not aimed in
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pub final_position: Vec3,
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}
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@ -8,3 +8,6 @@ pub struct HoldableObjectData {
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/// Initial Rotation in degrees
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pub y_rot: f32,
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}
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#[derive(Component)]
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pub struct InPlayerHands;
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@ -1,7 +1,7 @@
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use crate::comps::core::markers::{firearm::FirearmData, holdable::HoldableObjectData};
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use bevy::prelude::*;
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use super::caliber::Caliber;
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use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
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pub enum Firearm {
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M4A1,
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@ -13,9 +13,33 @@ impl Firearm {
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firing_point: Vec3::ZERO,
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caliber: Caliber::NATO556,
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max_capacity: 30,
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fire_rate: 800,
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rebound_time_millis: 10,
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fire_rate: 800.0,
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rebound_time_seconds: 0.1,
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vertical_recoil_modifier: 2.0,
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horizontal_recoil_modifier: 0.5,
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recoil_pattern: FirearmSprayPattern {
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vertical: Vec::from([
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1.0, 1.2, 1.3, 1.6, 1.5, 1.7, 1.5, 1.5, 1.5, 2.0
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]),
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horizontal: Vec::from([
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1.0, 1.2, 1.3, -1.6, 1.5, -1.7, -1.5, 1.5, -1.5, 2.0
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]),
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},
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asset_path: "weapons/m4a1_rifle.glb#Scene0",
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final_aimed_rotation: Quat::from_rotation_x(0.026),
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final_rotation: Quat::default(),
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final_aimed_position: Vec3 {
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x: -0.003,
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y: -0.35,
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z: -1.6,
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},
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final_position: Vec3 {
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x: 0.6,
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y: -0.45,
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z: -2.7,
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},
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}
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}
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pub fn holdable_object_data(&self) -> HoldableObjectData {
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@ -1,3 +1,5 @@
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pub mod caliber;
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pub mod firearm;
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pub mod player_firing;
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pub mod spawn_firearm;
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pub mod spray_pattern;
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28
src/logic/core/guns/player_firing.rs
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28
src/logic/core/guns/player_firing.rs
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@ -0,0 +1,28 @@
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use std::time::Duration;
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use bevy::prelude::*;
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#[derive(Resource, Reflect)]
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#[reflect(Resource)]
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pub struct PlayerFiringInfo {
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/// Timestamp since last round fired from the gun. (seconds)
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pub last_shot_timestamp: f32,
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/// How many rounds were fired in the last sray
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pub rounds_in_last_spray: i32,
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/// What round the player is currently at.
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/// This is pretty much a multiplier for the recoil, since the higher the round index the higher the recoil.
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/// Decreases with time, each gun has its own rebound time
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pub current_round_index: usize,
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pub full_auto_timer: Timer,
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}
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impl Default for PlayerFiringInfo {
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fn default() -> Self {
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Self {
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last_shot_timestamp: Default::default(),
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rounds_in_last_spray: Default::default(),
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current_round_index: Default::default(),
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full_auto_timer: Timer::new(Duration::from_secs_f32(0.0), TimerMode::Repeating),
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}
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}
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}
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@ -1,14 +1,20 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use crate::{
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comps::core::markers::player::PlayerHand, constants::player_values::DEFAULT_PLAYER_FIREARM,
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comps::core::markers::{holdable::InPlayerHands, player::PlayerHand},
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constants::player_values::DEFAULT_PLAYER_FIREARM,
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utils,
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};
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use super::player_firing::PlayerFiringInfo;
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pub fn spawn_firearm_on_player_hands(
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mut commands: Commands,
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query: Query<Entity, With<PlayerHand>>,
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asset_server: Res<AssetServer>,
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mut player_firing_info: ResMut<PlayerFiringInfo>,
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) {
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for entity in query.iter() {
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let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
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@ -25,9 +31,16 @@ pub fn spawn_firearm_on_player_hands(
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},
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DEFAULT_PLAYER_FIREARM.firearm_data(),
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DEFAULT_PLAYER_FIREARM.holdable_object_data(),
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InPlayerHands,
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))
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.id();
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commands.entity(entity).push_children(&[firearm]);
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let time_in_secs_between_each_round =
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1.0 / DEFAULT_PLAYER_FIREARM.firearm_data().fire_rate * 60.0;
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player_firing_info.full_auto_timer = Timer::new(
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Duration::from_secs_f32(time_in_secs_between_each_round),
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TimerMode::Once,
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);
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}
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}
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6
src/logic/core/guns/spray_pattern.rs
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6
src/logic/core/guns/spray_pattern.rs
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@ -0,0 +1,6 @@
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pub struct FirearmSprayPattern {
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pub vertical: Vec<f32>,
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pub horizontal: Vec<f32>,
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}
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@ -3,7 +3,8 @@ use bevy::{input::mouse::MouseMotion, prelude::*, window::CursorGrabMode};
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use crate::{
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comps::core::markers::{camera::MainCamera, player::Player},
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constants::player_values::{PLAYER_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT, PLAYER_CROUCH_TIME_S}, utils::rad_deg::radians_from_degrees,
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constants::player_values::{PLAYER_CAMERA_HEIGHT, PLAYER_CROUCH_HEIGHT, PLAYER_CROUCH_TIME_S},
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utils::rad_deg::radians_from_degrees,
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};
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use super::player_movement::PlayerLinearXZState;
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@ -42,12 +43,25 @@ pub fn update_camera_vertical_position(
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if let PlayerLinearXZState::Crouched(since) = player_linear_xz_state {
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// Lerp/Smooth out this movement
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let delta = time.elapsed().as_secs_f32() - since;
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camera_transform.translation = camera_transform.translation.lerp(Vec3 { x: camera_transform.translation.x, y: PLAYER_CROUCH_HEIGHT, z: camera_transform.translation.z }, (delta / PLAYER_CROUCH_TIME_S).clamp(0.0, 1.0));
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camera_transform.translation = camera_transform.translation.lerp(
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Vec3 {
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x: camera_transform.translation.x,
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y: PLAYER_CROUCH_HEIGHT,
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z: camera_transform.translation.z,
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},
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(delta / PLAYER_CROUCH_TIME_S).clamp(0.0, 1.0),
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);
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} else {
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// TODO: Add elapsed time to standup so that crouch time and standup time is the same.
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camera_transform.translation = camera_transform.translation.lerp(Vec3 { x: camera_transform.translation.x, y: PLAYER_CAMERA_HEIGHT, z: camera_transform.translation.z }, time.delta_seconds().clamp(0.0, 1.0));
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camera_transform.translation = camera_transform.translation.lerp(
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Vec3 {
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x: camera_transform.translation.x,
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y: PLAYER_CAMERA_HEIGHT,
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z: camera_transform.translation.z,
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},
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time.delta_seconds().clamp(0.0, 1.0),
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);
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}
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}
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/// Handles looking around if cursor is locked
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@ -86,13 +100,15 @@ pub fn follow_cursor_with_camera(
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for motion in motions.iter() {
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let window_scale = window.height().min(window.width());
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if btn.pressed(MouseButton::Right) {
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pitch -= (settings.aimed_sensitivity * motion.delta.y * window_scale).to_radians();
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yaw -= (settings.aimed_sensitivity * motion.delta.x * window_scale).to_radians();
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pitch -= (settings.aimed_sensitivity * motion.delta.y * window_scale)
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.to_radians();
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yaw -= (settings.aimed_sensitivity * motion.delta.x * window_scale)
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.to_radians();
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} else {
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pitch -= (settings.sensitivity * motion.delta.y * window_scale).to_radians();
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pitch -=
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(settings.sensitivity * motion.delta.y * window_scale).to_radians();
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yaw -= (settings.sensitivity * motion.delta.x * window_scale).to_radians();
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}
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}
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pitch = pitch.clamp(-1.54, 1.54);
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@ -103,18 +119,24 @@ pub fn follow_cursor_with_camera(
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player_transform.rotation = desired_rotation_quat;
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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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camera_transform.rotation = camera_transform.rotation.lerp(final_quat, time.delta_seconds() / 0.2);
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camera_transform.rotation = camera_transform
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.rotation
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.lerp(final_quat, time.delta_seconds() / 0.2);
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} else if keyboard_input.pressed(KeyCode::E) {
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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.rotation.lerp(final_quat, time.delta_seconds() / 0.2);
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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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camera_transform.rotation = camera_transform
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.rotation
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.lerp(final_quat, time.delta_seconds() / 0.2);
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} else {
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camera_transform.rotation = camera_transform.rotation.lerp(Quat::default(), time.delta_seconds() / 0.2);
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camera_transform.rotation = camera_transform
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.rotation
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.lerp(Quat::default(), time.delta_seconds() / 0.2);
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}
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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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}
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} else {
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warn!("Primary window not found for `player_look`!");
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}
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@ -1,32 +1,90 @@
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use bevy::prelude::*;
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use crate::comps::core::markers::player::PlayerHand;
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use crate::{
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comps::core::markers::{firearm::FirearmData, holdable::InPlayerHands, player::PlayerHand},
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logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees,
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};
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pub fn capture_hand_usage(
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mouse_buttons: Res<Input<MouseButton>>,
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mut query: Query<&mut Transform, With<PlayerHand>>,
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mut hand_query: Query<&mut Transform, With<PlayerHand>>,
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time: Res<Time>,
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mut player_firing_info: ResMut<PlayerFiringInfo>,
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mut firearm_query: Query<
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(&mut Transform, &'static FirearmData),
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(With<InPlayerHands>, Without<PlayerHand>),
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>,
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) {
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for mut transform in query.iter_mut() {
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if mouse_buttons.pressed(MouseButton::Left) {
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if mouse_buttons.just_pressed(MouseButton::Left) {
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// First shot
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player_firing_info.full_auto_timer.tick(time.delta());
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for (mut _firearm_transform, firearm_data) in firearm_query.iter_mut() {
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for mut hand_transform in hand_query.iter_mut() {
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// AIMING IN/OUT
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if mouse_buttons.pressed(MouseButton::Right) {
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//firearm_transform.rotation = firearm_transform.rotation.lerp(Quat::default(), (time.delta_seconds() / //firearm_data.rebound_time_seconds).clamp(0.0, 1.0));
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let rotation_lerp_quat = hand_transform.rotation.lerp(
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firearm_data.final_aimed_rotation,
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(time.delta_seconds() / firearm_data.rebound_time_seconds).clamp(0.0, 1.0),
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);
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let position_lerp_vec3 = hand_transform.translation.lerp(
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firearm_data.final_aimed_position,
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(time.delta_seconds() / firearm_data.rebound_time_seconds).clamp(0.0, 1.0),
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);
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hand_transform.rotation = rotation_lerp_quat;
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hand_transform.translation = position_lerp_vec3;
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} else {
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// All other shots
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hand_transform.rotation = hand_transform
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.rotation
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.lerp(firearm_data.final_rotation, (time.delta_seconds() / 0.5).clamp(0.0, 1.0));
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hand_transform.translation = hand_transform.translation.lerp(
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firearm_data.final_position,
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(time.delta_seconds() / 0.5).clamp(0.0, 1.0),
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);
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}
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// Shooting & Recoil
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if mouse_buttons.pressed(MouseButton::Left) {
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if player_firing_info.full_auto_timer.finished() {
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let vertical_recoil_number: f32 = match firearm_data.recoil_pattern.vertical.get(player_firing_info.current_round_index) {
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Some(vert_recoil_number) => *vert_recoil_number,
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None => {
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*firearm_data.recoil_pattern.vertical.last().expect("FOUND A FIREARM_DATA WITHOUT ANY FIREARM_RECOIL_PATTERN.")
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},
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};
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let horizontal_recoil_number: f32 = match firearm_data.recoil_pattern.horizontal.get(player_firing_info.current_round_index) {
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Some(horizontal_recoil_number) => *horizontal_recoil_number,
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None => {
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*firearm_data.recoil_pattern.horizontal.last().expect("FOUND A FIREARM_DATA WITHOUT ANY FIREARM_RECOIL_PATTERN.")
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},
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};
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player_firing_info.current_round_index += 1;
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player_firing_info.last_shot_timestamp = time.elapsed_seconds();
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player_firing_info.full_auto_timer.reset();
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hand_transform
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.rotate_x(radians_from_degrees(firearm_data.vertical_recoil_modifier * vertical_recoil_number));
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hand_transform.rotate_y(radians_from_degrees(firearm_data.horizontal_recoil_modifier * horizontal_recoil_number));
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}
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}
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}
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// For now just set the transforms
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if mouse_buttons.pressed(MouseButton::Right) {
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let aimed_in = Vec3 { x: -0.003, y: -0.35, z: -1.6};
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let mut aimed_in_rot = Quat::default();
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aimed_in_rot.x = 0.013;
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transform.rotation = transform.rotation.lerp(aimed_in_rot, time.delta_seconds() / 0.1);
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transform.translation = transform.translation.lerp(aimed_in, (time.delta_seconds() / 0.1).clamp(0.0, 1.0));
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} else {
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let aimed_in = Vec3 { x: 0.6, y: -0.45, z: -2.7};
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let aimed_in_rot = Quat::default();
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transform.rotation = transform.rotation.lerp(aimed_in_rot, time.delta_seconds() / 0.1);
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transform.translation = transform.translation.lerp(aimed_in, (time.delta_seconds() / 0.1).clamp(0.0, 1.0));
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}
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}
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@ -1,6 +1,7 @@
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use bevy::prelude::*;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use bevy_rapier3d::prelude::*;
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use logic::core::guns::player_firing::PlayerFiringInfo;
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use scenes::scene1;
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mod comps;
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@ -24,8 +25,8 @@ fn setup_plugins(application: &mut App) {
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application
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.add_plugins(DefaultPlugins)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(WorldInspectorPlugin::new()); // Rapier Physics
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//.add_plugins(RapierDebugRenderPlugin::default()); // Uncomment this to see physics objects as wireframes
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.add_plugins(WorldInspectorPlugin::new())
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.register_type::<PlayerFiringInfo>();
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}
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fn load(application: &mut App) {
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@ -3,13 +3,14 @@ use bevy::prelude::*;
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use crate::{
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comps::core::controller::capture_input,
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logic::core::{
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guns::spawn_firearm::spawn_firearm_on_player_hands,
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guns::{player_firing::PlayerFiringInfo, spawn_firearm::spawn_firearm_on_player_hands},
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player::{
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camera_player_sync::{
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follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
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},
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hands::capture_hand_usage,
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player_vertical_sync::sync_player_y_state,
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spawn_player::spawn_player, hands::capture_hand_usage,
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spawn_player::spawn_player,
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},
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},
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};
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@ -21,6 +22,7 @@ use super::{
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pub fn load_scene(application: &mut App) {
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application.insert_resource(MouseMovementSettings::default());
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application.insert_resource(PlayerFiringInfo::default());
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// Startup
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application.add_systems(Startup, spawn_ground);
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application.add_systems(Startup, spawn_obstacles);
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Block a user