This commit is contained in:
Franklin Blanco 2023-11-09 13:00:01 -08:00
parent 1193797a1e
commit 901c30154b
5 changed files with 77 additions and 20 deletions

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@ -0,0 +1,10 @@
use bevy::{prelude::Component, reflect::Reflect};
use crate::logic::core::guns::caliber::Caliber;
#[derive(Component, Reflect)]
pub struct BulletMarker {
pub caliber: Caliber
}

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@ -3,3 +3,4 @@ pub mod firearm;
pub mod holdable; pub mod holdable;
pub mod player; pub mod player;
pub mod muzzle_flash; pub mod muzzle_flash;
pub mod bullet;

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@ -1,8 +1,9 @@
use std::time::Duration; use std::time::Duration;
use bevy::{prelude::*, render::render_resource::PrimitiveTopology}; use bevy::{prelude::*, render::render_resource::PrimitiveTopology};
use bevy_rapier3d::prelude::*;
use crate::comps::core::markers::muzzle_flash::MuzzleFlashMarker; use crate::comps::core::markers::{muzzle_flash::MuzzleFlashMarker, bullet::BulletMarker};
use super::caliber::Caliber; use super::caliber::Caliber;
@ -12,7 +13,7 @@ pub fn shoot_bullet(
materials: &mut ResMut<Assets<StandardMaterial>>, materials: &mut ResMut<Assets<StandardMaterial>>,
firing_point: Transform, firing_point: Transform,
forward: Vec3, forward: Vec3,
_up: Vec3, up: Vec3,
caliber: Caliber caliber: Caliber
) { ) {
// Spawn muzzle flash LIGHT // Spawn muzzle flash LIGHT
@ -47,12 +48,52 @@ pub fn shoot_bullet(
..Default::default() ..Default::default()
} }
); );
spawn_bullet(commands, meshes, materials, firing_point, forward, up, caliber);
} }
/* pub fn spawn_bullet(
meshes.add(box_2_mesh.into()), commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
firing_point: Transform,
forward: Vec3,
up: Vec3,
caliber: Caliber
) {
commands.spawn(
(
Name::new("Bullet"),
BulletMarker {
caliber
},
MaterialMeshBundle {
mesh: {
meshes.add(
shape::UVSphere { radius: 0.2, sectors: 36, stacks: 18 }.into()
)
},
material: materials.add(StandardMaterial { material: materials.add(StandardMaterial {
base_color: Color::RED, base_color: Color::GREEN,
perceptual_roughness: 1.0, ..Default::default()
..default() }),
}), */ visibility: Visibility::Visible,
transform: firing_point,
..Default::default()
},
RigidBody::Dynamic,
GravityScale(1.0),
Collider::ball(0.2),
Velocity::zero(),
Damping {
linear_damping: 1.0,
angular_damping: 1.0,
},
ColliderMassProperties::Mass(0.001),
ExternalImpulse {
impulse: forward * 0.1 ,
torque_impulse: Vec3::ZERO,
},
)
);
}

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@ -1,5 +1,5 @@
use bevy::{prelude::*, window::PrimaryWindow}; use bevy::{prelude::*, window::PrimaryWindow};
use bevy_editor_pls::controls::{self, EditorControls}; use bevy_editor_pls::{controls::{self, EditorControls}, default_windows::cameras::EditorCamera};
use bevy_inspector_egui::{egui, bevy_egui::EguiContext, bevy_inspector}; use bevy_inspector_egui::{egui, bevy_egui::EguiContext, bevy_inspector};
#[allow(unused)] #[allow(unused)]
@ -22,7 +22,6 @@ pub fn editor_controls() -> EditorControls {
let mut editor_controls = EditorControls::default_bindings(); let mut editor_controls = EditorControls::default_bindings();
editor_controls.unbind(controls::Action::PlayPauseEditor); editor_controls.unbind(controls::Action::PlayPauseEditor);
editor_controls.insert( editor_controls.insert(
controls::Action::PlayPauseEditor, controls::Action::PlayPauseEditor,
controls::Binding { controls::Binding {
@ -30,17 +29,23 @@ pub fn editor_controls() -> EditorControls {
conditions: vec![controls::BindingCondition::ListeningForText(false)], conditions: vec![controls::BindingCondition::ListeningForText(false)],
}, },
); );
editor_controls editor_controls
} }
pub fn set_cam3d_controls( pub fn set_cam3d_controls(
mut query: Query<&mut bevy_editor_pls::default_windows::cameras::camera_3d_free::FlycamControls>, mut query: Query<&mut bevy_editor_pls::default_windows::cameras::camera_3d_free::FlycamControls>,
mut query_camera_transforms: Query<&mut Transform, With<EditorCamera>>,
) { ) {
let mut controls = query.single_mut(); for mut controls in query.iter_mut() {
controls.key_forward = KeyCode::Up; controls.key_forward = KeyCode::Up;
controls.key_back = KeyCode::Down; controls.key_back = KeyCode::Down;
controls.key_left = KeyCode::Left; controls.key_left = KeyCode::Left;
controls.key_right = KeyCode::Right; controls.key_right = KeyCode::Right;
controls.key_up = KeyCode::U; controls.key_up = KeyCode::U;
} }
// TODO: run this after the position update already in the editor plugin
for mut transform in query_camera_transforms.iter_mut() {
transform.translation = Vec3 { x: 6.5, y: 28.0, z: 41.6 };
transform.look_at(Vec3::ZERO, Vec3::Y);
}
}

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@ -41,7 +41,7 @@ impl Plugin for MainEditorUiPlugin {
.add_plugins(EguiPlugin) .add_plugins(EguiPlugin)
.add_plugins(EditorPlugin::default()) .add_plugins(EditorPlugin::default())
.insert_resource(editor_controls()) .insert_resource(editor_controls())
.add_systems(Startup, set_cam3d_controls); .add_systems(PostStartup, set_cam3d_controls);
//.add_plugins(ResourceInspectorPlugin::<MouseMovementSettings>::default()); //.add_plugins(ResourceInspectorPlugin::<MouseMovementSettings>::default());
//.add_plugins(bevy_inspector_egui::DefaultInspectorConfigPlugin) // adds default options and `InspectorEguiImpl`s //.add_plugins(bevy_inspector_egui::DefaultInspectorConfigPlugin) // adds default options and `InspectorEguiImpl`s
//.add_systems(Update, inspector_ui); //.add_systems(Update, inspector_ui);