Dropping weapons with G. Updates on inventory and slots
This commit is contained in:
parent
a81b2f340e
commit
9538f73075
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@ -1,5 +1,13 @@
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use std::sync::Arc;
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use bevy::prelude::*;
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use crate::comps::core::{items::item::Item, inventory::slot::PlayerInventorySlotType};
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/// This will be what is triggered after picking up an item or dropping an item.
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#[derive(Event)]
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pub struct InventoryChangedEvent {}
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pub struct PlayerInventoryChangedEvent {
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/// A None value will remove the item from the inventory slot
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pub item: Option<Arc<dyn Item>>,
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pub slot_type: PlayerInventorySlotType
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}
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@ -1,8 +1,11 @@
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use bevy::reflect::Reflect;
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use crate::comps::core::items::item::Item;
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/// # ItemInventory
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/// Specifically made to hold single items such as Guns, Pieces of armor.
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#[derive(Default)]
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#[derive(Default, Reflect)]
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pub struct ItemInventory {
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#[reflect(ignore)]
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pub item: Option<Box<dyn Item>>,
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}
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@ -3,3 +3,4 @@
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pub mod item_inventory;
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pub mod player_inventory;
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pub mod plugin;
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pub mod slot;
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@ -1,14 +1,16 @@
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use bevy::prelude::*;
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use bevy::{prelude::*, gltf::Gltf};
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use crate::comps::core::items::item::Item;
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use crate::{comps::core::{items::item::Item, events::inventory_changed::PlayerInventoryChangedEvent, markers::firearm::FirearmType}, setup::assets::GltfAssets};
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use super::item_inventory::ItemInventory;
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use super::{item_inventory::ItemInventory, slot::PlayerInventorySlotType};
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#[derive(Component)]
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#[derive(Component, Reflect)]
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pub struct PlayerInventory {
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pub primary: ItemInventory,
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pub secondary: ItemInventory,
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//pub backpack: AnyInventory,
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pub current_slot: Option<PlayerInventorySlotType>,
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}
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impl Default for PlayerInventory {
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@ -17,10 +19,13 @@ impl Default for PlayerInventory {
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primary: Default::default(),
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secondary: Default::default(),
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//backpack: AnyInventory::new(UGrid::new_square(10)),
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current_slot: None
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}
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}
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}
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#[allow(unused)]
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impl PlayerInventory {
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pub fn primary_occupied(&self) -> bool {
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self.primary.item.is_some()
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@ -35,4 +40,98 @@ impl PlayerInventory {
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pub fn get_secondary(&self) -> &Option<Box<dyn Item>> {
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&self.secondary.item
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}
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pub fn get_primary_mut(&mut self) -> &mut ItemInventory {
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&mut self.primary
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}
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pub fn get_secondary_mut(&mut self) -> &mut ItemInventory {
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&mut self.secondary
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}
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/// This comes from a PickupItemEvent usually
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pub fn pickup_item(&mut self, item: &dyn Item, slot: PlayerInventorySlotType) {
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let mut inventory_slot = match slot {
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PlayerInventorySlotType::Primary => &mut self.primary,
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PlayerInventorySlotType::Secondary => &mut self.secondary,
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};
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let Some(firearm) = item.get_firearm() else { return; };
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inventory_slot.item = Some(firearm.get_item_box());
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}
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pub fn drop_item(&mut self, slot: PlayerInventorySlotType) {
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match slot {
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PlayerInventorySlotType::Primary => self.primary.item = None,
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PlayerInventorySlotType::Secondary => self.secondary.item = None,
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}
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}
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}
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/// Drop item from a specific slot.
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/// This fn does not equip an item
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pub fn drop_slot_in_game_world(
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commands: &mut Commands,
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player_transform: &Transform,
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inventory_changed_events: &mut EventWriter<PlayerInventoryChangedEvent>,
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player_inventory: &mut PlayerInventory,
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assets_gltf: &Res<GltfAssets>,
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loaded_gltf_assets: &Res<Assets<Gltf>>,
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slot: PlayerInventorySlotType,
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) {
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let drop_position = Transform::from_translation(
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player_transform.translation
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+ player_transform.up() * 3.0
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+ player_transform.forward() * 2.0,
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);
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let drop_impulse = player_transform.translation
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+ player_transform.up() * 100.0
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+ player_transform.forward() * 30.0;
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let item_inventory_slot = match slot {
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PlayerInventorySlotType::Primary => {
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player_inventory.get_primary_mut()
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},
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PlayerInventorySlotType::Secondary => {
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player_inventory.get_secondary_mut()
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},
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};
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match &item_inventory_slot.item {
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Some(ref item) => {
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match item.get_firearm() {
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Some(firearm) => {
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match firearm.firearm_data().firearm_type {
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FirearmType::Primary => {
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// Send equipment_changed_event
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if let Some(primary_item) = player_inventory.get_primary() {
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// Drop this one
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primary_item.spawn(
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commands,
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drop_position,
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&assets_gltf,
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&loaded_gltf_assets,
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drop_impulse,
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);
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}
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player_inventory.drop_item(PlayerInventorySlotType::Primary);
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(firearm.get_item_arc()), slot_type: PlayerInventorySlotType::Primary });
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}
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FirearmType::Secondary => {
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if let Some(secondary) = player_inventory.get_secondary() {
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secondary.spawn(
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commands,
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drop_position,
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&assets_gltf,
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&loaded_gltf_assets,
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drop_impulse,
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);
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}
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player_inventory.drop_item(PlayerInventorySlotType::Secondary);
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(firearm.get_item_arc()), slot_type: PlayerInventorySlotType::Secondary });
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}
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}
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},
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None => { unimplemented!("Item being dropped from inventory is not a Firearm. This still isn't implemented") } // Item isn't a firearm. Unimplemented
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}
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},
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None => { return; }, // No item to drop
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};
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}
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@ -1,15 +1,20 @@
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use bevy::prelude::*;
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use crate::{
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comps::core::events::pickup_item::PickupItemEvent,
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comps::core::events::{pickup_item::PickupItemEvent, inventory_changed::PlayerInventoryChangedEvent},
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logic::core::player::inventory::update_player_inventory_system,
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};
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use super::player_inventory::PlayerInventory;
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pub struct InventoryPlugin;
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impl Plugin for InventoryPlugin {
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fn build(&self, app: &mut App) {
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app.register_type::<PlayerInventory>();
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app.add_event::<PickupItemEvent>();
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app.add_event::<PlayerInventoryChangedEvent>();
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app.add_systems(Update, update_player_inventory_system);
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}
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}
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@ -0,0 +1,11 @@
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use bevy::reflect::Reflect;
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#[derive(Clone, Copy, Reflect, Default)]
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pub enum PlayerInventorySlotType {
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#[default]
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Primary,
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Secondary,
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//Slots, // TODO: Pass which slot
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}
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@ -4,12 +4,12 @@ use crate::{
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comps::core::{
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grid::UGrid,
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items::item::{Item, ItemType},
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markers::holdable::HoldableObjectType,
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markers::holdable::HoldableObjectType, inventory::slot::PlayerInventorySlotType,
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},
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logic::core::guns::firearm::Firearm,
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};
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#[derive(Component)]
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#[derive(Component, Reflect)]
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pub struct Glock17GunItem;
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impl Item for Glock17GunItem {
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@ -44,4 +44,8 @@ impl Item for Glock17GunItem {
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fn inventory_description(&self) -> String {
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String::from("Pistol chambered in 9x19mm.")
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}
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fn get_item_slot(&self) -> PlayerInventorySlotType {
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PlayerInventorySlotType::Secondary
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}
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}
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@ -4,12 +4,12 @@ use crate::{
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comps::core::{
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grid::UGrid,
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items::item::{Item, ItemType},
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markers::holdable::HoldableObjectType,
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markers::holdable::HoldableObjectType, inventory::slot::PlayerInventorySlotType,
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},
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logic::core::guns::firearm::Firearm,
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};
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#[derive(Component)]
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#[derive(Component, Reflect)]
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pub struct M4a1GunItem;
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impl Item for M4a1GunItem {
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@ -43,4 +43,8 @@ impl Item for M4a1GunItem {
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fn inventory_description(&self) -> String {
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String::from("Rifle chambered in 5.56x45mm NATO, shoots 800 rounds per minute.")
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}
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fn get_item_slot(&self) -> PlayerInventorySlotType {
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PlayerInventorySlotType::Primary
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}
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}
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use crate::{
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comps::core::{
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grid::UGrid,
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markers::{firearm::FirearmData, holdable::HoldableObjectType, interactable::Interactable},
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markers::{firearm::FirearmData, holdable::HoldableObjectType, interactable::Interactable}, inventory::slot::PlayerInventorySlotType,
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},
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logic::core::guns::firearm::Firearm,
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setup::assets::{GltfAssetType, GltfAssets},
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}
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#[bevy_trait_query::queryable]
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pub trait Item: Sync + Send {
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pub trait Item: Sync + Send + Reflect {
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fn get_type(&self) -> ItemType;
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fn asset_path(&self) -> &str;
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/// Optional Stackable. If value is Some(x) x is the max quantity per stack
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_ => None,
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}
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}
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fn get_item_slot(&self) -> PlayerInventorySlotType;
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}
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use bevy::{ecs::system::SystemParam, prelude::*};
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use bevy::{ecs::system::SystemParam, prelude::*, gltf::Gltf};
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use bevy_rapier3d::prelude::*;
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use crate::{
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comps::core::{
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events::pickup_item::PickupItemEvent,
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inventory::player_inventory::PlayerInventory,
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events::{pickup_item::PickupItemEvent, inventory_changed::PlayerInventoryChangedEvent},
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inventory::{player_inventory::{PlayerInventory, self}, slot::PlayerInventorySlotType},
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markers::{
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camera::MainCamera,
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firearm::{FirearmData, MagazineData},
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@ -17,7 +17,7 @@ use crate::{
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setup::{
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animations::AllFirearmAnimations,
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equipment::{Equipment, EquipmentChangeEvent},
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load_state::GameLoadState,
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load_state::GameLoadState, assets::GltfAssets,
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},
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ui::game::{game_ui_state::GameUiState, hud::hud::HudState},
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utils::{self, rad_deg::radians_from_degrees},
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@ -34,6 +34,8 @@ pub struct CaptureHandUsageResourcesParams<'w> {
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animation_clips: Res<'w, Assets<AnimationClip>>,
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all_firearm_animations: Res<'w, AllFirearmAnimations>,
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time: Res<'w, Time>,
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assets_gltf: Res<'w, GltfAssets>,
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loaded_gltf_assets: Res<'w, Assets<Gltf>>,
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}
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#[allow(irrefutable_let_patterns)]
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mut resources: CaptureHandUsageResourcesParams,
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mut commands: Commands,
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mut hand_query: Query<&mut Transform, With<PlayerHand>>,
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mut hand_query: Query<&mut Transform, (With<PlayerHand>, Without<Player>)>,
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mut firearm_query: Query<
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(
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Entity,
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@ -51,13 +53,13 @@ pub fn capture_hand_usage(
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),
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(With<InPlayerHands>, Without<PlayerHand>),
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>,
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player_query: Query<(&Player, &PlayerInventory, Entity)>,
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mut player_firing_info_query: Query<&mut PlayerFiringInfo, With<Player>>,
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mut player_query: Query<(&Player, &mut PlayerInventory, Entity, &Transform, &mut PlayerFiringInfo)>,
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mut animation_players: Query<(Entity, &mut AnimationPlayer)>,
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children: Query<&Children>,
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mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
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mut inventory_changed_events: EventWriter<PlayerInventoryChangedEvent>,
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) {
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if !resources.game_load_state.player_loaded {
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return;
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@ -68,41 +70,54 @@ pub fn capture_hand_usage(
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// Equipping stuff
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// Equipping gun
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// Validate player has primary item, and secondary item in inventory
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if !resources.game_ui_state.any_window() {
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if resources.keyboard_input.just_pressed(KeyCode::Key1) {
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if let Some(primary_item) = player_query.single().1.get_primary() {
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if let Some(primary_firearm) = primary_item.get_firearm() {
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if Equipment::Firearm(primary_firearm.clone())
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!= player_query.single().0 .0.equipment
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{
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equipment_change_event_writer
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.send(EquipmentChangeEvent(Equipment::Firearm(primary_firearm)));
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for (player, mut player_inventory, _player_entity, player_transform, mut player_firing_info) in player_query.iter_mut() {
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// Equipping gun
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// Validate player has primary item, and secondary item in inventory
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if !resources.game_ui_state.any_window() {
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if resources.keyboard_input.just_pressed(KeyCode::Key1) {
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if let Some(primary_item) = player_inventory.get_primary() {
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if let Some(primary_firearm) = primary_item.get_firearm() {
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if Equipment::Firearm(primary_firearm.clone())
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!= player.0.equipment
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{
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equipment_change_event_writer
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.send(EquipmentChangeEvent(Equipment::Firearm(primary_firearm)));
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player_inventory.current_slot = Some(PlayerInventorySlotType::Primary);
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}
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}
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}
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}
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} else if resources.keyboard_input.just_pressed(KeyCode::Key2) {
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if let Some(secondary_item) = player_query.single().1.get_secondary() {
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if let Some(secondary_firearm) = secondary_item.get_firearm() {
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if Equipment::Firearm(secondary_firearm.clone())
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!= player_query.single().0 .0.equipment
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{
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equipment_change_event_writer
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.send(EquipmentChangeEvent(Equipment::Firearm(secondary_firearm)));
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} else if resources.keyboard_input.just_pressed(KeyCode::Key2) {
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if let Some(secondary_item) = player_inventory.get_secondary() {
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if let Some(secondary_firearm) = secondary_item.get_firearm() {
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if Equipment::Firearm(secondary_firearm.clone())
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!= player.0.equipment
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{
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equipment_change_event_writer
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.send(EquipmentChangeEvent(Equipment::Firearm(secondary_firearm)));
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player_inventory.current_slot = Some(PlayerInventorySlotType::Secondary);
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}
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}
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}
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}
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} else if resources.keyboard_input.just_pressed(KeyCode::Key3) {
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if Equipment::Nothing != player_query.single().0 .0.equipment {
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equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
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} else if resources.keyboard_input.just_pressed(KeyCode::Key3) {
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if Equipment::Nothing != player.0.equipment {
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equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
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player_inventory.current_slot = None;
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}
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} else if resources.keyboard_input.just_pressed(KeyCode::G) {
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match player_inventory.current_slot {
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Some(current_slot) => {
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player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &resources.assets_gltf, &resources.loaded_gltf_assets, current_slot);
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equipment_change_event_writer.send(EquipmentChangeEvent(Equipment::Nothing));
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},
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None => {},
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}
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}
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}
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}
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// Firearm stuff
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if let Equipment::Firearm(player_firearm) = player_query.single().0 .0.equipment.clone() {
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for mut player_firing_info in player_firing_info_query.iter_mut() {
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// Firearm stuff
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if let Equipment::Firearm(player_firearm) = player.0.equipment.clone() {
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player_firing_info
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.full_auto_timer
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.tick(resources.time.delta());
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@ -268,9 +283,13 @@ 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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}
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/// Method that is run when player hits interact button.
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|
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@ -2,10 +2,9 @@ use bevy::{gltf::Gltf, prelude::*};
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use crate::{
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comps::core::{
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events::pickup_item::PickupItemEvent,
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inventory::player_inventory::PlayerInventory,
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items::item::ItemType,
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markers::{firearm::FirearmType, holdable::HoldableObjectType, player::Player},
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events::{pickup_item::PickupItemEvent, inventory_changed::PlayerInventoryChangedEvent},
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inventory::player_inventory::{PlayerInventory, self},
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markers::player::Player,
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},
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setup::assets::GltfAssets,
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};
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@ -13,6 +12,7 @@ use crate::{
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pub fn update_player_inventory_system(
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mut commands: Commands,
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mut pickup_item_events: EventReader<PickupItemEvent>,
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mut inventory_changed_events: EventWriter<PlayerInventoryChangedEvent>,
|
||||
mut player_query: Query<(Entity, &mut PlayerInventory, &Transform), With<Player>>,
|
||||
assets_gltf: Res<GltfAssets>,
|
||||
loaded_gltf_assets: Res<Assets<Gltf>>,
|
||||
|
@ -21,64 +21,15 @@ pub fn update_player_inventory_system(
|
|||
for (player_entity, mut player_inventory, player_transform) in player_query.iter_mut() {
|
||||
if player_entity == event.player {
|
||||
// Get item type and where it should go
|
||||
match event.item.get_type() {
|
||||
ItemType::Holdable(holdable_object) => {
|
||||
match holdable_object {
|
||||
HoldableObjectType::Firearm(firearm) => {
|
||||
commands
|
||||
.entity(event.entity)
|
||||
.despawn_descendants()
|
||||
.despawn();
|
||||
let drop_position = Transform::from_translation(
|
||||
player_transform.translation
|
||||
+ player_transform.up() * 3.0
|
||||
+ player_transform.forward() * 2.0,
|
||||
);
|
||||
let drop_impulse = player_transform.translation
|
||||
+ player_transform.up() * 100.0
|
||||
+ player_transform.forward() * 30.0;
|
||||
match firearm.firearm_data().firearm_type {
|
||||
FirearmType::Primary => {
|
||||
// Send equipment_changed_event
|
||||
if let Some(primary_item) = player_inventory.get_primary() {
|
||||
// Drop this one
|
||||
primary_item.spawn(
|
||||
&mut commands,
|
||||
drop_position,
|
||||
&assets_gltf,
|
||||
&loaded_gltf_assets,
|
||||
drop_impulse,
|
||||
);
|
||||
player_inventory.primary.item =
|
||||
Some(firearm.get_item_box())
|
||||
} else {
|
||||
player_inventory.primary.item =
|
||||
Some(firearm.get_item_box())
|
||||
}
|
||||
}
|
||||
FirearmType::Secondary => {
|
||||
if let Some(secondary) = player_inventory.get_secondary() {
|
||||
secondary.spawn(
|
||||
&mut commands,
|
||||
drop_position,
|
||||
&assets_gltf,
|
||||
&loaded_gltf_assets,
|
||||
drop_impulse,
|
||||
);
|
||||
player_inventory.secondary.item =
|
||||
Some(firearm.get_item_box())
|
||||
} else {
|
||||
player_inventory.secondary.item =
|
||||
Some(firearm.get_item_box())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
ItemType::Equippable => todo!(),
|
||||
ItemType::Consumable => todo!(),
|
||||
}
|
||||
commands
|
||||
.entity(event.entity)
|
||||
.despawn_descendants()
|
||||
.despawn();
|
||||
|
||||
player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &assets_gltf, &loaded_gltf_assets, event.item.get_item_slot());
|
||||
player_inventory.pickup_item(event.item.as_ref(), event.item.get_item_slot());
|
||||
// TODO: Equip
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue