Added resources to reflect derive macro
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@ -3,7 +3,6 @@ use bevy::prelude::*;
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use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
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#[allow(unused)]
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#[derive(Component, PartialEq, Eq, PartialOrd, Ord, Clone, Reflect)]
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pub enum Firearm {
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M4A1,
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@ -10,16 +10,17 @@ use super::{player_movement::PlayerLinearXZState, player_values_state::PlayerVal
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/// Mouse sensitivity and movement speed
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#[derive(Resource, Reflect)]
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#[reflect(Resource)]
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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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pub sensitivity: f64,
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pub speed: f64,
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pub aimed_sensitivity: f64,
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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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sensitivity: 0.0001,
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speed: 3.0,
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aimed_sensitivity: 0.00005,
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}
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@ -111,14 +112,14 @@ pub fn follow_cursor_with_camera(
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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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if btn.pressed(MouseButton::Right) {
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pitch -= (settings.aimed_sensitivity * motion.delta.y * window_scale)
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pitch -= ((settings.aimed_sensitivity * motion.delta.y as f64 * window_scale as f64) as f32)
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.to_radians();
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yaw -= (settings.aimed_sensitivity * motion.delta.x * window_scale)
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yaw -= ((settings.aimed_sensitivity * motion.delta.x as f64 * window_scale as f64) as f32)
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.to_radians();
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} else {
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pitch -=
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(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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((settings.sensitivity * motion.delta.y as f64 * window_scale as f64) as f32).to_radians();
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yaw -= ((settings.sensitivity * motion.delta.x as f64 * window_scale as f64) as f32).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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@ -13,7 +13,8 @@ use crate::comps::core::markers::camera::MainCamera;
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pub const CUBEMAPS: &[(&str, CompressedImageFormats)] =
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&[("skybox/skybox.png", CompressedImageFormats::NONE)];
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#[derive(Resource, Reflect)]
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#[derive(Resource, Reflect, Default)]
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#[reflect(Resource)]
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pub struct Cubemap {
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pub is_loaded: bool,
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pub image_handle: Handle<Image>,
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@ -5,6 +5,7 @@ use crate::logic::core::guns::firearm::Firearm;
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use super::{assets::GltfAssets, load_state::GameLoadState};
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#[derive(Resource, Default, Reflect)]
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#[reflect(Resource)]
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pub struct AllFirearmAnimations {
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pub animations: Vec<FirearmAnimations>,
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}
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@ -10,7 +10,8 @@ pub enum GltfAssetType {
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#[allow(unused)]
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Enemy,
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}
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#[derive(Resource, Reflect)]
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#[derive(Resource, Reflect, Default)]
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#[reflect(Resource)]
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pub struct GltfAssets {
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pub assets: Vec<GltfAsset>
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}
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@ -1,6 +1,7 @@
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use bevy::prelude::*;
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#[derive(Resource, Default, Reflect)]
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#[reflect(Resource)]
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pub struct GameLoadState {
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pub assets_loaded: bool,
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pub animations_loaded: bool,
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@ -1,4 +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_inspector_egui::{egui, bevy_egui::EguiContext, bevy_inspector};
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#[allow(unused)]
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@ -15,4 +16,19 @@ pub fn inspector_ui(world: &mut World) {
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bevy_inspector::ui_for_world(world, ui);
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});
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});
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}
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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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input: controls::UserInput::Single(controls::Button::Keyboard(KeyCode::Back)),
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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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@ -4,6 +4,8 @@ use bevy_inspector_egui::bevy_egui::EguiPlugin;
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use crate::{logic::core::{guns::{player_firing::PlayerFiringInfo, caliber::Caliber, firearm::Firearm, spray_pattern::FirearmSprayPattern}, player::{player_values_state::PlayerValuesState, camera_player_sync::MouseMovementSettings, player_movement::{PlayerLinearYState, PlayerLinearXZState, PlayerMovementInput}}}, comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::{HoldableObjectData, InPlayerHands}, player::{PlayerData, Player, PlayerHand}}, scenes::scene1::skybox::Cubemap, setup::{animations::{AllFirearmAnimations, FirearmAnimations}, assets::{GltfAssetType, GltfAssets}, equipment::Equipment, load_state::GameLoadState}};
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use super::inspector::editor_controls;
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//use super::inspector::inspector_ui;
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//use super::{panels::editor_ui, state::EditorUiState, camera::set_camera_viewport};
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@ -37,7 +39,9 @@ impl Plugin for MainEditorUiPlugin {
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.register_type::<Equipment>()
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.register_type::<GameLoadState>()
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.add_plugins(EguiPlugin)
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.add_plugins(EditorPlugin::default());
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.add_plugins(EditorPlugin::default())
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.insert_resource(editor_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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//app.insert_resource(EditorUiState::new());
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@ -1,6 +1,7 @@
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use bevy::prelude::*;
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#[derive(Resource)]
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#[derive(Resource, Reflect)]
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#[reflect(Resource)]
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pub struct SettingsScreenUIConfiguration {
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pub settings_menu_shown: bool,
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}
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@ -11,7 +12,8 @@ impl Default for SettingsScreenUIConfiguration {
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}
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}
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#[derive(Resource)]
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#[derive(Resource, Reflect)]
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#[reflect(Resource)]
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pub struct GameConfiguration {
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pub fps_counter_enabled: bool,
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