bullet
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src/comps/core/markers/bullet.rs
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10
src/comps/core/markers/bullet.rs
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@ -0,0 +1,10 @@
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use bevy::{prelude::Component, reflect::Reflect};
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use crate::logic::core::guns::caliber::Caliber;
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#[derive(Component, Reflect)]
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pub struct BulletMarker {
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pub caliber: Caliber
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}
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@ -3,3 +3,4 @@ pub mod firearm;
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pub mod holdable;
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pub mod player;
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pub mod muzzle_flash;
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pub mod bullet;
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@ -1,8 +1,9 @@
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use std::time::Duration;
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use bevy::{prelude::*, render::render_resource::PrimitiveTopology};
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use bevy_rapier3d::prelude::*;
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use crate::comps::core::markers::muzzle_flash::MuzzleFlashMarker;
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use crate::comps::core::markers::{muzzle_flash::MuzzleFlashMarker, bullet::BulletMarker};
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use super::caliber::Caliber;
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@ -12,7 +13,7 @@ pub fn shoot_bullet(
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materials: &mut ResMut<Assets<StandardMaterial>>,
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firing_point: Transform,
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forward: Vec3,
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_up: Vec3,
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up: Vec3,
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caliber: Caliber
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) {
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// Spawn muzzle flash LIGHT
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@ -47,12 +48,52 @@ pub fn shoot_bullet(
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..Default::default()
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}
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);
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spawn_bullet(commands, meshes, materials, firing_point, forward, up, caliber);
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}
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/*
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meshes.add(box_2_mesh.into()),
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material: materials.add(StandardMaterial {
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base_color: Color::RED,
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perceptual_roughness: 1.0,
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..default()
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}), */
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pub fn spawn_bullet(
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commands: &mut Commands,
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meshes: &mut ResMut<Assets<Mesh>>,
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materials: &mut ResMut<Assets<StandardMaterial>>,
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firing_point: Transform,
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forward: Vec3,
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up: Vec3,
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caliber: Caliber
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) {
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commands.spawn(
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(
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Name::new("Bullet"),
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BulletMarker {
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caliber
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},
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MaterialMeshBundle {
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mesh: {
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meshes.add(
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shape::UVSphere { radius: 0.2, sectors: 36, stacks: 18 }.into()
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)
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},
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material: materials.add(StandardMaterial {
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base_color: Color::GREEN,
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..Default::default()
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}),
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visibility: Visibility::Visible,
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transform: firing_point,
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..Default::default()
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},
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RigidBody::Dynamic,
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GravityScale(1.0),
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Collider::ball(0.2),
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Velocity::zero(),
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Damping {
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linear_damping: 1.0,
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angular_damping: 1.0,
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},
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ColliderMassProperties::Mass(0.001),
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ExternalImpulse {
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impulse: forward * 0.1 ,
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torque_impulse: Vec3::ZERO,
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},
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)
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);
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}
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@ -1,5 +1,5 @@
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use bevy::{prelude::*, window::PrimaryWindow};
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use bevy_editor_pls::controls::{self, EditorControls};
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use bevy_editor_pls::{controls::{self, EditorControls}, default_windows::cameras::EditorCamera};
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use bevy_inspector_egui::{egui, bevy_egui::EguiContext, bevy_inspector};
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#[allow(unused)]
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@ -22,7 +22,6 @@ pub fn editor_controls() -> EditorControls {
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let mut editor_controls = EditorControls::default_bindings();
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editor_controls.unbind(controls::Action::PlayPauseEditor);
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editor_controls.insert(
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controls::Action::PlayPauseEditor,
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controls::Binding {
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@ -30,17 +29,23 @@ pub fn editor_controls() -> EditorControls {
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conditions: vec![controls::BindingCondition::ListeningForText(false)],
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},
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);
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editor_controls
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}
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pub fn set_cam3d_controls(
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mut query: Query<&mut bevy_editor_pls::default_windows::cameras::camera_3d_free::FlycamControls>,
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mut query_camera_transforms: Query<&mut Transform, With<EditorCamera>>,
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) {
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let mut controls = query.single_mut();
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controls.key_forward = KeyCode::Up;
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controls.key_back = KeyCode::Down;
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controls.key_left = KeyCode::Left;
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controls.key_right = KeyCode::Right;
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controls.key_up = KeyCode::U;
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for mut controls in query.iter_mut() {
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controls.key_forward = KeyCode::Up;
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controls.key_back = KeyCode::Down;
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controls.key_left = KeyCode::Left;
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controls.key_right = KeyCode::Right;
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controls.key_up = KeyCode::U;
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}
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// TODO: run this after the position update already in the editor plugin
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for mut transform in query_camera_transforms.iter_mut() {
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transform.translation = Vec3 { x: 6.5, y: 28.0, z: 41.6 };
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transform.look_at(Vec3::ZERO, Vec3::Y);
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}
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}
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@ -41,7 +41,7 @@ impl Plugin for MainEditorUiPlugin {
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.add_plugins(EguiPlugin)
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.add_plugins(EditorPlugin::default())
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.insert_resource(editor_controls())
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.add_systems(Startup, set_cam3d_controls);
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.add_systems(PostStartup, set_cam3d_controls);
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//.add_plugins(ResourceInspectorPlugin::<MouseMovementSettings>::default());
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//.add_plugins(bevy_inspector_egui::DefaultInspectorConfigPlugin) // adds default options and `InspectorEguiImpl`s
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//.add_systems(Update, inspector_ui);
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