Added aimed sens, aiming in is smooth now, and fixed aim reticles
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da6f47e01f
commit
794d8bf4aa
@ -31,8 +31,6 @@ pub fn capture_input(
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KeyCode::W,
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KeyCode::C,
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KeyCode::Space,
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KeyCode::Q,
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KeyCode::E,
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]) || keyboard_input.any_just_released([
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KeyCode::A,
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KeyCode::S,
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@ -40,8 +38,6 @@ pub fn capture_input(
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KeyCode::W,
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KeyCode::C,
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KeyCode::Space,
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KeyCode::Q,
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KeyCode::E,
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]) {
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let player_movement_input = PlayerMovementInput {
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up: keyboard_input.just_pressed(KeyCode::Space),
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@ -51,8 +47,6 @@ pub fn capture_input(
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front: keyboard_input.pressed(KeyCode::W),
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back: keyboard_input.pressed(KeyCode::S),
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sprint: keyboard_input.pressed(KeyCode::ShiftLeft),
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lean_left: keyboard_input.pressed(KeyCode::Q),
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lean_right: keyboard_input.pressed(KeyCode::E),
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};
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move_player(player_movement_input, player_query, time);
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}
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@ -11,9 +11,9 @@ pub const PLAYER_INITIAL_WEIGHT: f32 = 75.0;
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pub const PLAYER_GRAVITY_SCALE: f32 = 4.0;
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pub const PLAYER_HEIGHT: f32 = 2.5;
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pub const PLAYER_CAMERA_HEIGHT: f32 = 1.0;
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pub const PLAYER_CAMERA_HEIGHT: f32 = 1.25;
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pub const PLAYER_CROUCH_HEIGHT: f32 = 0.0;
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pub const PLAYER_CROUCH_TIME_S: f32 = 0.6;
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pub const PLAYER_CROUCH_TIME_S: f32 = 1.25;
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pub const PLAYER_LINEAR_DAMPING: f32 = 3.5;
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pub const PLAYER_LINEAR_DAMPING_WHILE_JUMPING: f32 = 0.25;
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@ -11,7 +11,6 @@ pub fn spawn_firearm_on_player_hands(
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asset_server: Res<AssetServer>,
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) {
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for entity in query.iter() {
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println!("A");
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let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
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firearm_transform.rotate_y(utils::rad_deg::radians_from_degrees(
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DEFAULT_PLAYER_FIREARM.holdable_object_data().y_rot,
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@ -13,13 +13,15 @@ use super::player_movement::PlayerLinearXZState;
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pub struct MouseMovementSettings {
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pub sensitivity: f32,
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pub speed: f32,
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pub aimed_sensitivity: f32,
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}
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impl Default for MouseMovementSettings {
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fn default() -> Self {
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Self {
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sensitivity: 0.0003,
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speed: 12.,
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speed: 3.0,
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aimed_sensitivity: 0.00005,
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}
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}
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}
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@ -83,8 +85,14 @@ pub fn follow_cursor_with_camera(
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let (mut yaw, mut pitch, _) = player_transform.rotation.to_euler(EulerRot::YXZ);
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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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pitch -= (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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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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} else {
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pitch -= (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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@ -111,7 +119,3 @@ pub fn follow_cursor_with_camera(
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warn!("Primary window not found for `player_look`!");
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}
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}
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fn lerp(final_vec: Vec3, current: Vec3, delta_time: f32, total_time: f32) -> Vec3 {
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(final_vec - current) * (delta_time/total_time)
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}
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@ -5,7 +5,7 @@ use crate::comps::core::markers::player::PlayerHand;
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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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//time: Res<Time>,
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time: Res<Time>,
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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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@ -17,9 +17,16 @@ pub fn capture_hand_usage(
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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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*transform = Transform::from_xyz(0.0, -0.35, -1.5);
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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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*transform = Transform::from_xyz(0.6, -0.45, -2.7)
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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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@ -98,8 +98,6 @@ pub struct PlayerMovementInput {
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pub back: bool,
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/// LShift (SPRINTING)
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pub sprint: bool,
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pub lean_left: bool,
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pub lean_right: bool,
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}
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/// Applies game logic to determine how player should move.
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@ -123,7 +121,7 @@ pub fn move_player(
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mut player_external_force,
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mut player_linear_y_state,
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mut player_linear_xz_state,
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mut player_transform,
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player_transform,
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mut player_damping,
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) in &mut query
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{
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@ -206,11 +204,6 @@ pub fn move_player(
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}
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}
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if player_movement_input.lean_left {
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} else {}
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if player_movement_input.up && player_linear_y_state.is_grounded(&PLAYER_JUMP_COOLDOWN_MS) {
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player_external_force.impulse = Vec3::new(0.0, PLAYER_JUMP_FORCE, 0.0);
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*player_linear_y_state = PlayerLinearYState::Jumping;
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