RELOAD SYSTEM WITH ANIMATION DONE!
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@ -14,6 +14,7 @@ pub struct PlayerFiringInfo {
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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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pub is_reloading: bool,
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}
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impl Default for PlayerFiringInfo {
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@ -23,6 +24,7 @@ impl Default for PlayerFiringInfo {
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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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is_reloading: false,
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}
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}
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}
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@ -45,7 +45,6 @@ pub fn spawn_firearm_on_player_hands(
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TimerMode::Once,
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);
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// Load animations
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commands.insert_resource(FirearmAnimations { reload_magazine: asset_server.load(format!("{}#Animation0", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path)),
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rock_charging_handle: asset_server.load(format!("{}#Animation1", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path)) })
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commands.insert_resource(FirearmAnimations { reload_magazine: asset_server.load(format!("{}#Animation0", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path))})
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}
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}
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@ -1,12 +0,0 @@
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use bevy::prelude::*;
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use crate::setup::animations::FirearmAnimations;
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pub fn setup_scene_once_loaded(
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animations: Res<FirearmAnimations>,
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mut players: Query<&mut AnimationPlayer, Added<AnimationPlayer>>,
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) {
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for mut player in &mut players {
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player.play(animations.reload_magazine.clone_weak()).repeat();
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}
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}
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@ -2,11 +2,12 @@ use bevy::prelude::*;
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use crate::{
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comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::InPlayerHands, player::PlayerHand},
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logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees,
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logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees, setup::animations::FirearmAnimations,
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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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keyboard_input: Res<Input<KeyCode>>,
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mut hand_query: Query<&mut Transform, With<PlayerHand>>,
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time: Res<Time>,
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@ -15,11 +16,37 @@ pub fn capture_hand_usage(
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(&mut Transform, &'static FirearmData, &mut MagazineData),
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(With<InPlayerHands>, Without<PlayerHand>),
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>,
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animation_clips: Res<Assets<AnimationClip>>,
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animations: Res<FirearmAnimations>,
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mut players: Query<&mut AnimationPlayer>,
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) {
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player_firing_info.full_auto_timer.tick(time.delta());
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for (mut _firearm_transform, firearm_data, mut magazine_data) in firearm_query.iter_mut() {
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for mut hand_transform in hand_query.iter_mut() {
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if player_firing_info.is_reloading {
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for mut player in &mut players {
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if let Some(reload_animation) = animation_clips.get(&animations.reload_magazine) {
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if player.elapsed() >= reload_animation.duration() {
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magazine_data.rounds_shot = 0;
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player_firing_info.is_reloading = false;
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}
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}
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}
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} else { // Player is not in a reload animation
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if keyboard_input.just_pressed(KeyCode::R) {
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// Start reload animation
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for mut player in &mut players {
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player.start(animations.reload_magazine.clone_weak());
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player_firing_info.is_reloading = true;
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}
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// Set is_reloading = true
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// At the end of reload animation, set magazine data to capacity = 0
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}
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// AIMING IN/OUT
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if mouse_buttons.pressed(MouseButton::Right) {
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let rotation_lerp_quat = hand_transform.rotation.lerp(
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@ -79,6 +106,8 @@ pub fn capture_hand_usage(
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}
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}
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}
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}
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}
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}
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@ -10,7 +10,7 @@ use crate::{
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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, camera_effects::setup_scene_once_loaded,
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spawn_player::spawn_player,
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},
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},
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};
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@ -43,6 +43,6 @@ pub fn load_scene(application: &mut App) {
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application.add_systems(Update, capture_hand_usage);
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application.add_systems(Startup, setup_lighting);
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application.add_systems(Update, setup_scene_once_loaded);
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//application.add_systems(Update, setup_scene_once_loaded);
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//application.add_systems(Update, play_animation);
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}
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@ -3,5 +3,5 @@ use bevy::prelude::*;
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#[derive(Resource)]
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pub struct FirearmAnimations {
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pub reload_magazine: Handle<AnimationClip>,
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pub rock_charging_handle: Handle<AnimationClip>,
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}
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