Integrated trait objects and made modular spawn points
This commit is contained in:
parent
8afa56d306
commit
61f33357a4
|
@ -390,6 +390,31 @@ dependencies = [
|
||||||
"syn 2.0.32",
|
"syn 2.0.32",
|
||||||
]
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "bevy-trait-query"
|
||||||
|
version = "0.4.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "03c0e3cf09569de8478a06f958a0df02cb12ecbda4d77059d8e4dc3e5a072126"
|
||||||
|
dependencies = [
|
||||||
|
"bevy-trait-query-impl",
|
||||||
|
"bevy_app",
|
||||||
|
"bevy_core",
|
||||||
|
"bevy_ecs",
|
||||||
|
"tracing",
|
||||||
|
]
|
||||||
|
|
||||||
|
[[package]]
|
||||||
|
name = "bevy-trait-query-impl"
|
||||||
|
version = "0.4.0"
|
||||||
|
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||||
|
checksum = "4a9d5d3e9b4854feb8b622ceaa36e84cb4a14e30ef8b12231db681a04f545748"
|
||||||
|
dependencies = [
|
||||||
|
"proc-macro-crate",
|
||||||
|
"proc-macro2",
|
||||||
|
"quote",
|
||||||
|
"syn 2.0.32",
|
||||||
|
]
|
||||||
|
|
||||||
[[package]]
|
[[package]]
|
||||||
name = "bevy_a11y"
|
name = "bevy_a11y"
|
||||||
version = "0.12.0"
|
version = "0.12.0"
|
||||||
|
@ -1885,6 +1910,7 @@ version = "0.1.0"
|
||||||
dependencies = [
|
dependencies = [
|
||||||
"bevy",
|
"bevy",
|
||||||
"bevy-inspector-egui",
|
"bevy-inspector-egui",
|
||||||
|
"bevy-trait-query",
|
||||||
"bevy_editor_pls",
|
"bevy_editor_pls",
|
||||||
"bevy_hanabi",
|
"bevy_hanabi",
|
||||||
"bevy_rapier3d",
|
"bevy_rapier3d",
|
||||||
|
|
|
@ -20,3 +20,4 @@ bevy-inspector-egui = "0.21.0"
|
||||||
bevy_editor_pls = "0.6"
|
bevy_editor_pls = "0.6"
|
||||||
bevy_rapier3d = { path = "../bevy_rapier/bevy_rapier3d", features = ["debug-render-3d"] }
|
bevy_rapier3d = { path = "../bevy_rapier/bevy_rapier3d", features = ["debug-render-3d"] }
|
||||||
bevy_hanabi = { version = "0.8", default-features = false, features = [ "3d" ] }
|
bevy_hanabi = { version = "0.8", default-features = false, features = [ "3d" ] }
|
||||||
|
bevy-trait-query = "0.4.0"
|
|
@ -1,2 +1,2 @@
|
||||||
pub mod loot_container;
|
//pub mod loot_container;
|
||||||
pub mod pickup_item;
|
pub mod pickup_item;
|
||||||
|
|
|
@ -1,4 +1,8 @@
|
||||||
|
use std::sync::Arc;
|
||||||
|
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
use crate::comps::core::items::item::Item;
|
||||||
|
|
||||||
#[derive(Event)]
|
#[derive(Event)]
|
||||||
pub struct PickupItemEvent();
|
pub struct PickupItemEvent(pub Arc<dyn Item>);
|
||||||
|
|
|
@ -1,5 +1,3 @@
|
||||||
use bevy::ecs::component::SparseStorage;
|
|
||||||
|
|
||||||
use crate::comps::core::{grid::UGrid, items::item::Item};
|
use crate::comps::core::{grid::UGrid, items::item::Item};
|
||||||
|
|
||||||
use super::inventory_item::InventoryItem;
|
use super::inventory_item::InventoryItem;
|
||||||
|
@ -19,7 +17,7 @@ impl AnyInventory {
|
||||||
items: Vec::new(),
|
items: Vec::new(),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
pub fn add_item_at(&mut self, position: UGrid, item: impl Item<Storage = SparseStorage>) {
|
pub fn add_item_at(&mut self, position: UGrid, item: impl Item) {
|
||||||
// Is Item bigger than inventory?
|
// Is Item bigger than inventory?
|
||||||
// Does position + item size exceed bounds?
|
// Does position + item size exceed bounds?
|
||||||
if !self.valid_item_and_size_for_inventory(position, &item) {
|
if !self.valid_item_and_size_for_inventory(position, &item) {
|
||||||
|
@ -33,7 +31,7 @@ impl AnyInventory {
|
||||||
self.items.push(InventoryItem::new(item, spots_to_occupy));
|
self.items.push(InventoryItem::new(item, spots_to_occupy));
|
||||||
}
|
}
|
||||||
// Is there any items in inventory that are in any of the spots that this new item will be in
|
// Is there any items in inventory that are in any of the spots that this new item will be in
|
||||||
pub fn item_fits_at(&self, position: UGrid, item: &impl Item<Storage = SparseStorage>) -> bool {
|
pub fn item_fits_at(&self, position: UGrid, item: &impl Item) -> bool {
|
||||||
let spots_to_occupy = Self::get_spots_from_item_at_pos(position, item);
|
let spots_to_occupy = Self::get_spots_from_item_at_pos(position, item);
|
||||||
for inventory_item in self.items.iter() {
|
for inventory_item in self.items.iter() {
|
||||||
if inventory_item.is_in_range(&spots_to_occupy) {
|
if inventory_item.is_in_range(&spots_to_occupy) {
|
||||||
|
@ -44,7 +42,7 @@ impl AnyInventory {
|
||||||
}
|
}
|
||||||
pub fn get_spots_from_item_at_pos(
|
pub fn get_spots_from_item_at_pos(
|
||||||
position: UGrid,
|
position: UGrid,
|
||||||
item: &impl Item<Storage = SparseStorage>,
|
item: &impl Item,
|
||||||
) -> Vec<UGrid> {
|
) -> Vec<UGrid> {
|
||||||
let end_position = position + item.inventory_size();
|
let end_position = position + item.inventory_size();
|
||||||
let mut spots = Vec::new();
|
let mut spots = Vec::new();
|
||||||
|
@ -61,7 +59,7 @@ impl AnyInventory {
|
||||||
pub fn valid_item_and_size_for_inventory(
|
pub fn valid_item_and_size_for_inventory(
|
||||||
&self,
|
&self,
|
||||||
position: UGrid,
|
position: UGrid,
|
||||||
item: &impl Item<Storage = SparseStorage>,
|
item: &impl Item,
|
||||||
) -> bool {
|
) -> bool {
|
||||||
let item_bounds = position + item.inventory_size();
|
let item_bounds = position + item.inventory_size();
|
||||||
!(item_bounds.width > self.size.width || item_bounds.height > self.size.height)
|
!(item_bounds.width > self.size.width || item_bounds.height > self.size.height)
|
||||||
|
|
|
@ -6,7 +6,7 @@ use crate::comps::core::{grid::UGrid, items::item::Item};
|
||||||
|
|
||||||
#[derive(Clone)]
|
#[derive(Clone)]
|
||||||
pub struct InventoryItem {
|
pub struct InventoryItem {
|
||||||
item: Arc<dyn Item<Storage = SparseStorage>>,
|
item: Arc<dyn Item>,
|
||||||
/// Coordinates that this InventoryItem occupies inside an AnyInventory
|
/// Coordinates that this InventoryItem occupies inside an AnyInventory
|
||||||
occupied_spots: Vec<UGrid>,
|
occupied_spots: Vec<UGrid>,
|
||||||
rotated: Option<bool>,
|
rotated: Option<bool>,
|
||||||
|
@ -14,13 +14,13 @@ pub struct InventoryItem {
|
||||||
|
|
||||||
#[allow(unused)]
|
#[allow(unused)]
|
||||||
impl InventoryItem {
|
impl InventoryItem {
|
||||||
pub fn item(&self) -> &dyn Item<Storage = SparseStorage> {
|
pub fn item(&self) -> &dyn Item {
|
||||||
self.item.as_ref()
|
self.item.as_ref()
|
||||||
}
|
}
|
||||||
pub fn rotated(&self) -> Option<bool> {
|
pub fn rotated(&self) -> Option<bool> {
|
||||||
self.rotated
|
self.rotated
|
||||||
}
|
}
|
||||||
pub fn new(item: impl Item<Storage = SparseStorage>, occupied_spots: Vec<UGrid>) -> Self {
|
pub fn new(item: impl Item, occupied_spots: Vec<UGrid>) -> Self {
|
||||||
let size = item.inventory_size();
|
let size = item.inventory_size();
|
||||||
let rotated = item.inventory_rotatable().then(|| false);
|
let rotated = item.inventory_rotatable().then(|| false);
|
||||||
Self {
|
Self {
|
||||||
|
|
|
@ -1,12 +1,10 @@
|
||||||
use std::sync::Arc;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use bevy::{ecs::component::SparseStorage, 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(Component, Clone, Default)]
|
||||||
pub struct ItemInventory {
|
pub struct ItemInventory<'a> {
|
||||||
pub item: Option<Arc<dyn Item<Storage = SparseStorage>>>,
|
pub item: Option<&'a dyn Item>,
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
pub mod any_inventory;
|
//pub mod any_inventory;
|
||||||
pub mod inventory_item;
|
//pub mod inventory_item;
|
||||||
pub mod item_inventory;
|
pub mod item_inventory;
|
||||||
pub mod player_inventory;
|
pub mod player_inventory;
|
||||||
|
|
|
@ -1,22 +1,20 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use crate::comps::core::grid::UGrid;
|
use super::item_inventory::ItemInventory;
|
||||||
|
|
||||||
use super::{any_inventory::AnyInventory, item_inventory::ItemInventory};
|
|
||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub struct PlayerInventory {
|
pub struct PlayerInventory<'a> {
|
||||||
pub primary: ItemInventory,
|
pub primary: ItemInventory<'a>,
|
||||||
pub secondary: ItemInventory,
|
pub secondary: ItemInventory<'a>,
|
||||||
pub backpack: AnyInventory,
|
//pub backpack: AnyInventory,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for PlayerInventory {
|
impl<'a> Default for PlayerInventory<'a> {
|
||||||
fn default() -> Self {
|
fn default() -> Self {
|
||||||
Self {
|
Self {
|
||||||
primary: Default::default(),
|
primary: Default::default(),
|
||||||
secondary: Default::default(),
|
secondary: Default::default(),
|
||||||
backpack: AnyInventory::new(UGrid::new_square(10)),
|
//backpack: AnyInventory::new(UGrid::new_square(10)),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -16,7 +16,8 @@ pub enum ItemType {
|
||||||
Consumable,
|
Consumable,
|
||||||
}
|
}
|
||||||
|
|
||||||
pub trait Item: Component {
|
#[bevy_trait_query::queryable]
|
||||||
|
pub trait Item {
|
||||||
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
|
||||||
|
|
|
@ -2,13 +2,13 @@ use std::fmt::Display;
|
||||||
|
|
||||||
use bevy::prelude::Component;
|
use bevy::prelude::Component;
|
||||||
|
|
||||||
use crate::comps::core::inventory::any_inventory::AnyInventory;
|
//use crate::comps::core::inventory::any_inventory::AnyInventory;
|
||||||
|
|
||||||
#[allow(unused)]
|
#[allow(unused)]
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
pub enum Interactable {
|
pub enum Interactable {
|
||||||
Holdable,
|
Holdable,
|
||||||
Lootable(AnyInventory),
|
//Lootable(AnyInventory),
|
||||||
Item,
|
Item,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -16,7 +16,7 @@ impl Display for Interactable {
|
||||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||||
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"),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -3,7 +3,7 @@ use bevy_rapier3d::prelude::*;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
comps::core::{
|
comps::core::{
|
||||||
events::loot_container::LootContainerEvent,
|
//events::loot_container::LootContainerEvent,
|
||||||
markers::{
|
markers::{
|
||||||
camera::MainCamera,
|
camera::MainCamera,
|
||||||
firearm::{FirearmData, MagazineData},
|
firearm::{FirearmData, MagazineData},
|
||||||
|
@ -225,7 +225,7 @@ 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 loot_container_event_writer: EventWriter<LootContainerEvent>,
|
||||||
) {
|
) {
|
||||||
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() {
|
||||||
|
@ -250,17 +250,18 @@ pub fn interact_action(
|
||||||
if interactable_entity == entity {
|
if interactable_entity == entity {
|
||||||
hud_state.interaction_clue_shown = true;
|
hud_state.interaction_clue_shown = true;
|
||||||
hud_state.interaction_clue_text = interactable.to_string();
|
hud_state.interaction_clue_text = interactable.to_string();
|
||||||
println!("{interactable}");
|
|
||||||
if keyboard_input.just_pressed(KeyCode::F) {
|
if keyboard_input.just_pressed(KeyCode::F) {
|
||||||
// TODO: Move this key to Controls state global
|
// TODO: Move this key to Controls state global
|
||||||
println!("Interacted with interactable");
|
|
||||||
match interactable {
|
match interactable {
|
||||||
Interactable::Holdable => todo!(),
|
Interactable::Holdable => todo!(),
|
||||||
Interactable::Lootable(any_inventory) => {
|
/*Interactable::Lootable(any_inventory) => {
|
||||||
loot_container_event_writer
|
loot_container_event_writer
|
||||||
.send(LootContainerEvent(any_inventory.clone()))
|
.send(LootContainerEvent(any_inventory.clone()))
|
||||||
}
|
}*/
|
||||||
Interactable::Item => todo!(),
|
Interactable::Item => {
|
||||||
|
//loot_container_event_writer
|
||||||
|
// .send()
|
||||||
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
|
|
|
@ -1,7 +1,10 @@
|
||||||
#![feature(step_trait)]
|
#![feature(step_trait)]
|
||||||
|
#![feature(trivial_bounds)]
|
||||||
|
#![feature(return_position_impl_trait_in_trait)]
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use bevy_rapier3d::prelude::*;
|
use bevy_rapier3d::prelude::*;
|
||||||
use scenes::scene1;
|
use scenes::scene1;
|
||||||
|
use setup::spawners::{spawn_point::SpawnPointPlugin, item::ItemSpawnPointPlugin};
|
||||||
use ui::{editor::plugin::MainEditorUiPlugin, game::plugin::MainGameUIPlugin};
|
use ui::{editor::plugin::MainEditorUiPlugin, game::plugin::MainGameUIPlugin};
|
||||||
|
|
||||||
mod comps;
|
mod comps;
|
||||||
|
@ -30,7 +33,8 @@ fn setup_plugins(application: &mut App) {
|
||||||
//.add_plugins(bevy_egui::EguiPlugin)
|
//.add_plugins(bevy_egui::EguiPlugin)
|
||||||
//.add_plugins(WorldInspectorPlugin::new())
|
//.add_plugins(WorldInspectorPlugin::new())
|
||||||
.add_plugins(MainGameUIPlugin)
|
.add_plugins(MainGameUIPlugin)
|
||||||
.add_plugins(MainEditorUiPlugin);
|
.add_plugins(MainEditorUiPlugin)
|
||||||
|
.add_plugins((SpawnPointPlugin, ItemSpawnPointPlugin));
|
||||||
}
|
}
|
||||||
|
|
||||||
fn load(application: &mut App) {
|
fn load(application: &mut App) {
|
||||||
|
|
|
@ -1,10 +1,6 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use bevy_rapier3d::prelude::*;
|
use bevy_rapier3d::prelude::*;
|
||||||
|
|
||||||
use crate::comps::core::{
|
|
||||||
grid::UGrid, inventory::any_inventory::AnyInventory, markers::interactable::Interactable,
|
|
||||||
};
|
|
||||||
|
|
||||||
pub fn spawn_obstacles(
|
pub fn spawn_obstacles(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
mut meshes: ResMut<Assets<Mesh>>,
|
mut meshes: ResMut<Assets<Mesh>>,
|
||||||
|
@ -101,7 +97,7 @@ pub fn spawn_obstacles(
|
||||||
transform: Transform::from_xyz(20.0, 2.0, 20.0),
|
transform: Transform::from_xyz(20.0, 2.0, 20.0),
|
||||||
..default()
|
..default()
|
||||||
})
|
})
|
||||||
.insert(Interactable::Lootable(AnyInventory::new(
|
/*.insert(Interactable::Lootable(AnyInventory::new(
|
||||||
UGrid::new_square(10),
|
UGrid::new_square(10),
|
||||||
)));
|
)))*/;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,20 +1,16 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
comps::core::{
|
comps::core::markers::player::{Player, PlayerData},
|
||||||
items::guns::m4a1::M4a1GunItem,
|
setup::spawners::{player::PlayerSpawnPoint, guns::m4a1_spawner::M4a1SpawnPoint},
|
||||||
markers::player::{Player, PlayerData},
|
|
||||||
},
|
|
||||||
setup::spawn::SpawnPoint,
|
|
||||||
};
|
};
|
||||||
|
|
||||||
pub fn set_spawn_points(mut commands: Commands) {
|
pub fn set_spawn_points(mut commands: Commands) {
|
||||||
commands.spawn(SpawnPoint {
|
commands.spawn(PlayerSpawnPoint {
|
||||||
at: Transform::from_xyz(3.0, 5.0, 2.0),
|
transform: Transform::from_xyz(3.0, 5.0, 2.0),
|
||||||
what: Player(PlayerData::default()),
|
player: Player(PlayerData::default()),
|
||||||
});
|
});
|
||||||
commands.spawn(SpawnPoint {
|
commands.spawn(M4a1SpawnPoint {
|
||||||
at: Transform::from_xyz(20.0, 10.0, 10.0),
|
transform: Transform::from_xyz(20.0, 10.0, 10.0),
|
||||||
what: M4a1GunItem,
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,22 +1,16 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use crate::comps::core::items::{guns::m4a1::M4a1GunItem, item::Item};
|
use super::spawners::{item::item_spawner, player::player_spawner};
|
||||||
|
|
||||||
use super::{
|
|
||||||
equipment::change_equipment,
|
|
||||||
spawners::{item::item_spawner, player::player_spawner},
|
|
||||||
};
|
|
||||||
|
|
||||||
/// Where some Bundle T will replace this.
|
/// Where some Bundle T will replace this.
|
||||||
#[derive(Component, Reflect)]
|
#[derive(Component, Reflect)]
|
||||||
pub struct SpawnPoint<T: Bundle> {
|
pub struct SpawnPoint {
|
||||||
pub at: Transform,
|
pub at: Transform,
|
||||||
pub what: T,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn add_all_spawners(application: &mut App) {
|
pub fn add_all_spawners(application: &mut App) {
|
||||||
application.add_systems(
|
application.add_systems(
|
||||||
Update,
|
Update,
|
||||||
(player_spawner, item_spawner::<M4a1GunItem>).after(change_equipment),
|
(player_spawner, item_spawner),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,18 @@
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
use crate::{setup::spawners::item::ItemSpawnPoint, comps::core::items::{guns::m4a1::M4a1GunItem, item::Item}};
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct M4a1SpawnPoint {
|
||||||
|
pub transform: Transform,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl ItemSpawnPoint for M4a1SpawnPoint {
|
||||||
|
fn get_transform(&self) -> Transform {
|
||||||
|
self.transform
|
||||||
|
}
|
||||||
|
|
||||||
|
fn get_item(&self) -> Box<dyn Item> {
|
||||||
|
Box::new(M4a1GunItem)
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1 @@
|
||||||
|
pub mod m4a1_spawner;
|
|
@ -1,22 +1,37 @@
|
||||||
use bevy::{gltf::Gltf, prelude::*};
|
use bevy::{prelude::*, gltf::Gltf};
|
||||||
|
|
||||||
use crate::{
|
use crate::{setup::{load_state::GameLoadState, assets::GltfAssets, spawners::guns::m4a1_spawner::M4a1SpawnPoint}, comps::core::items::item::Item};
|
||||||
comps::core::items::{guns::m4a1::M4a1GunItem, item::Item},
|
|
||||||
setup::{assets::GltfAssets, load_state::GameLoadState, spawn::SpawnPoint},
|
|
||||||
};
|
|
||||||
|
|
||||||
pub fn item_spawner<T: Item>(
|
#[bevy_trait_query::queryable]
|
||||||
|
pub trait ItemSpawnPoint {
|
||||||
|
fn get_transform(&self) -> Transform;
|
||||||
|
fn get_item(&self) -> Box<dyn Item>;
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn item_spawner(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
item_sp_query: Query<(Entity, &SpawnPoint<T>)>,
|
item_sp_query: Query<(Entity, &dyn ItemSpawnPoint)>,
|
||||||
game_load_state: ResMut<GameLoadState>,
|
game_load_state: ResMut<GameLoadState>,
|
||||||
assets_gltf: Res<GltfAssets>,
|
assets_gltf: Res<GltfAssets>,
|
||||||
loaded_gltf_assets: Res<Assets<Gltf>>,
|
loaded_gltf_assets: Res<Assets<Gltf>>,
|
||||||
) {
|
) {
|
||||||
if game_load_state.is_everything_except_player_loaded() {
|
if game_load_state.is_everything_except_player_loaded() {
|
||||||
for (entity, item_sp) in item_sp_query.iter() {
|
for (entity, item_sp_entity) in item_sp_query.iter() {
|
||||||
let m4 = M4a1GunItem;
|
for component_sp in item_sp_entity {
|
||||||
m4.spawn(&mut commands, item_sp.at, &assets_gltf, &loaded_gltf_assets);
|
println!("Spawning item");
|
||||||
|
component_sp.get_item().spawn(&mut commands, component_sp.get_transform(), &assets_gltf, &loaded_gltf_assets)
|
||||||
|
}
|
||||||
|
//m4.spawn(&mut commands, item_sp.at, &assets_gltf, &loaded_gltf_assets);
|
||||||
commands.entity(entity).despawn();
|
commands.entity(entity).despawn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub struct ItemSpawnPointPlugin;
|
||||||
|
impl Plugin for ItemSpawnPointPlugin {
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
|
use bevy_trait_query::RegisterExt;
|
||||||
|
app
|
||||||
|
.register_component_as::<dyn ItemSpawnPoint, M4a1SpawnPoint>();
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,2 +1,4 @@
|
||||||
pub mod item;
|
pub mod item;
|
||||||
pub mod player;
|
pub mod player;
|
||||||
|
pub mod spawn_point;
|
||||||
|
pub mod guns;
|
|
@ -16,13 +16,25 @@ use crate::{
|
||||||
setup::{equipment::EquipmentChangeEvent, load_state::GameLoadState},
|
setup::{equipment::EquipmentChangeEvent, load_state::GameLoadState},
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::setup::spawn::SpawnPoint;
|
use super::spawn_point::SpawnPoint;
|
||||||
|
|
||||||
|
#[derive(Component)]
|
||||||
|
pub struct PlayerSpawnPoint {
|
||||||
|
pub transform: Transform,
|
||||||
|
pub player: Player,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl SpawnPoint for PlayerSpawnPoint {
|
||||||
|
fn get_transform(&self) -> Transform {
|
||||||
|
self.transform
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// System that runs every fame checking if player has been spawned.
|
/// System that runs every fame checking if player has been spawned.
|
||||||
/// For player to spawn, everything inside GameLoadState must be loaded Except player.
|
/// For player to spawn, everything inside GameLoadState must be loaded Except player.
|
||||||
pub fn player_spawner(
|
pub fn player_spawner(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
player_sp_query: Query<(Entity, &SpawnPoint<Player>)>,
|
player_sp_query: Query<(Entity, &PlayerSpawnPoint)>,
|
||||||
mut game_load_state: ResMut<GameLoadState>,
|
mut game_load_state: ResMut<GameLoadState>,
|
||||||
mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
|
mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
|
||||||
player_values_state: Res<PlayerValuesState>,
|
player_values_state: Res<PlayerValuesState>,
|
||||||
|
@ -72,7 +84,7 @@ pub fn player_spawner(
|
||||||
combine_rule: CoefficientCombineRule::Multiply,
|
combine_rule: CoefficientCombineRule::Multiply,
|
||||||
})
|
})
|
||||||
.insert(TransformBundle {
|
.insert(TransformBundle {
|
||||||
local: player_spawn_point.at,
|
local: player_spawn_point.get_transform(),
|
||||||
..Default::default()
|
..Default::default()
|
||||||
})
|
})
|
||||||
.insert(Velocity::zero())
|
.insert(Velocity::zero())
|
||||||
|
@ -106,7 +118,7 @@ pub fn player_spawner(
|
||||||
|
|
||||||
game_load_state.player_loaded = true;
|
game_load_state.player_loaded = true;
|
||||||
equipment_change_event_writer.send(EquipmentChangeEvent(
|
equipment_change_event_writer.send(EquipmentChangeEvent(
|
||||||
player_spawn_point.what.0.equipment.clone(),
|
player_spawn_point.player.0.equipment.clone()
|
||||||
));
|
));
|
||||||
commands.entity(player_spawn_point_entity).despawn();
|
commands.entity(player_spawn_point_entity).despawn();
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,18 @@
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
use crate::setup::spawners::player::PlayerSpawnPoint;
|
||||||
|
|
||||||
|
|
||||||
|
#[bevy_trait_query::queryable]
|
||||||
|
pub trait SpawnPoint {
|
||||||
|
fn get_transform(&self) -> Transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct SpawnPointPlugin;
|
||||||
|
impl Plugin for SpawnPointPlugin {
|
||||||
|
fn build(&self, app: &mut App) {
|
||||||
|
use bevy_trait_query::RegisterExt;
|
||||||
|
app.
|
||||||
|
register_component_as::<dyn SpawnPoint, PlayerSpawnPoint>();
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,6 +1,6 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use crate::comps::core::events::loot_container::LootContainerEvent;
|
//use crate::comps::core::events::loot_container::LootContainerEvent;
|
||||||
|
|
||||||
/// # Inventory Screen
|
/// # Inventory Screen
|
||||||
/// Should contain player inventory and if player is looting something as well
|
/// Should contain player inventory and if player is looting something as well
|
||||||
|
@ -8,9 +8,7 @@ pub fn setup_inventory_screen(mut commands: Commands) {}
|
||||||
|
|
||||||
pub fn update_inventory_screen(
|
pub fn update_inventory_screen(
|
||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
mut event_reader: EventReader<LootContainerEvent>,
|
//mut event_reader: EventReader<LootContainerEvent>,
|
||||||
) {
|
) {
|
||||||
for loot_container_event in event_reader.read() {
|
|
||||||
//let a = loot_container_event.0.clone();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use crate::comps::core::events::loot_container::LootContainerEvent;
|
//use crate::comps::core::events::loot_container::LootContainerEvent;
|
||||||
|
|
||||||
use super::menu::{setup_inventory_screen, update_inventory_screen};
|
use super::menu::{setup_inventory_screen, update_inventory_screen};
|
||||||
|
|
||||||
|
@ -8,7 +8,7 @@ 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::<LootContainerEvent>();
|
||||||
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