Firearm shooting with a line almost perfect. Only need to change the m4 rotation values as it's rotated -90 on y axis. Apply inverse rotation on all transforms that shoot. And TODO: uncomment muzzle flash light code
This commit is contained in:
parent
0c3ab5d8ad
commit
a64e646e78
|
@ -2,10 +2,19 @@ use bevy::{prelude::{Component, Quat, Vec3}, reflect::Reflect};
|
|||
|
||||
use crate::logic::core::guns::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
|
||||
|
||||
#[derive(Default, Debug, Clone, Reflect)]
|
||||
pub struct FiringPoint {
|
||||
pub forward: f32,
|
||||
pub up: f32,
|
||||
pub right: f32,
|
||||
}
|
||||
|
||||
#[derive(Component, Clone, Reflect)]
|
||||
pub struct FirearmData {
|
||||
/// Where the bullets will come out of, and muzzle flash will be spawned out of.
|
||||
pub firing_point: Vec3,
|
||||
/// Also, this transform's .forward() should be pointing the same Vec3 as the barrel is
|
||||
/// Global transform
|
||||
pub firing_point: FiringPoint,
|
||||
pub caliber: Caliber,
|
||||
/// Placeholder until mags get implemented
|
||||
pub max_capacity: usize,
|
||||
|
|
|
@ -6,3 +6,11 @@ pub enum Caliber {
|
|||
NATO556,
|
||||
Parabellum9mm,
|
||||
}
|
||||
impl Caliber {
|
||||
pub fn range(&self) -> f32 {
|
||||
match self {
|
||||
Caliber::NATO556 => 750.0,
|
||||
Caliber::Parabellum9mm => 250.0,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
use crate::comps::core::markers::{firearm::FirearmData, holdable::HoldableObjectData};
|
||||
use crate::comps::core::markers::{firearm::{FirearmData, FiringPoint}, holdable::HoldableObjectData};
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
|
||||
|
@ -14,7 +14,11 @@ impl Firearm {
|
|||
match self {
|
||||
Firearm::M4A1 => {
|
||||
FirearmData {
|
||||
firing_point: Vec3 { x: -2.5, y: 0.0, z: 0.0 },
|
||||
firing_point: FiringPoint {
|
||||
forward: 1.0,
|
||||
up: 1.0,
|
||||
right: 0.0,
|
||||
},
|
||||
caliber: Caliber::NATO556,
|
||||
max_capacity: 30,
|
||||
fire_rate: 800.0,
|
||||
|
@ -51,7 +55,11 @@ impl Firearm {
|
|||
},
|
||||
Firearm::Glock17 => {
|
||||
FirearmData {
|
||||
firing_point: Vec3 { x: -2.5, y: 0.0, z: 0.0 },
|
||||
firing_point: FiringPoint {
|
||||
forward: 1.2,
|
||||
up: 0.445,
|
||||
right: 0.0,
|
||||
},
|
||||
caliber: Caliber::Parabellum9mm,
|
||||
max_capacity: 17,
|
||||
fire_rate: 600.0,
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
use std::time::Duration;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::{prelude::*, render::render_resource::PrimitiveTopology};
|
||||
|
||||
use crate::comps::core::markers::muzzle_flash::MuzzleFlashMarker;
|
||||
|
||||
|
@ -8,12 +8,16 @@ use super::caliber::Caliber;
|
|||
|
||||
pub fn shoot_bullet(
|
||||
mut commands: &mut Commands,
|
||||
mut meshes: &mut ResMut<Assets<Mesh>>,
|
||||
mut materials: &mut ResMut<Assets<StandardMaterial>>,
|
||||
firing_point: Transform,
|
||||
towards: Vec3,
|
||||
forward: Vec3,
|
||||
up: Vec3,
|
||||
caliber: Caliber
|
||||
) {
|
||||
//let transform = Transform::from_translation(firing_point).look_at(target, up)
|
||||
// Spawn muzzle flash LIGHT
|
||||
commands.spawn(
|
||||
/*commands.spawn(
|
||||
(PointLightBundle {
|
||||
point_light: PointLight {
|
||||
//252, 238, 128
|
||||
|
@ -27,7 +31,33 @@ pub fn shoot_bullet(
|
|||
visibility: Visibility::Visible,
|
||||
..Default::default()
|
||||
}, MuzzleFlashMarker(Timer::new(Duration::from_millis(10), TimerMode::Once)))
|
||||
);*/
|
||||
|
||||
println!("origin: {}", firing_point.translation);
|
||||
println!("end: {}", firing_point.forward() * caliber.range());
|
||||
commands.spawn(
|
||||
MaterialMeshBundle {
|
||||
mesh: {
|
||||
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
|
||||
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, Vec::from([Vec3::ZERO, forward * caliber.range()]));
|
||||
meshes.add(mesh)
|
||||
},
|
||||
material: materials.add(StandardMaterial {
|
||||
base_color: Color::GREEN,
|
||||
..Default::default()
|
||||
}),
|
||||
visibility: Visibility::Visible,
|
||||
transform: firing_point,
|
||||
..Default::default()
|
||||
}
|
||||
);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
meshes.add(box_2_mesh.into()),
|
||||
material: materials.add(StandardMaterial {
|
||||
base_color: Color::RED,
|
||||
perceptual_roughness: 1.0,
|
||||
..default()
|
||||
}), */
|
|
@ -26,6 +26,9 @@ pub fn capture_hand_usage(
|
|||
|
||||
mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
|
||||
settings_screen_config: Res<SettingsScreenUIConfiguration>,
|
||||
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<StandardMaterial>>,
|
||||
) {
|
||||
if !game_load_state.player_loaded {
|
||||
return;
|
||||
|
@ -108,8 +111,16 @@ pub fn capture_hand_usage(
|
|||
},
|
||||
};
|
||||
// TODO: Spawn Bullet & Muzzle flash
|
||||
let firing_point_global = firearm_transform.translation().clone();
|
||||
shoot_bullet(&mut commands, Transform::from_translation(firing_point_global + (firearm_transform.forward() * 1.5) + (firearm_transform.up() / 2.5)), firearm_data.firing_point, firearm_data.caliber.clone());
|
||||
/*let firing_point_global = firearm_transform.translation().clone();
|
||||
let firint_point_final = firing_point_global + (firearm_transform.forward() * 1.5) + (firearm_transform.up() / 2.5);
|
||||
shoot_bullet(&mut commands, &mut meshes, &mut materials, Transform::from_translation(firint_point_final), firearm_transform.forward() * 10.0, firearm_data.caliber.clone());*/
|
||||
|
||||
let firearm_transform = firearm_transform.clone();
|
||||
// TODO: M4 holdableobject data has a Y ROT of -90. Apply that rotation here if it exists.
|
||||
let firing_point = firearm_transform.translation() + (firearm_transform.forward() * firearm_data.firing_point.forward) + (firearm_transform.up() * firearm_data.firing_point.up) + (firearm_transform.right() * firearm_data.firing_point.right);
|
||||
let forward = firearm_transform.forward();
|
||||
let up = firearm_transform.up();
|
||||
shoot_bullet(&mut commands, &mut meshes, &mut materials, Transform::from_translation(firing_point), forward, up, firearm_data.caliber.clone());
|
||||
// Increment indexes and timers
|
||||
player_firing_info.current_round_index += 1;
|
||||
player_firing_info.last_shot_timestamp = time.elapsed_seconds();
|
||||
|
|
Loading…
Reference in New Issue