Modular animation system, spawnpoints, weapons, equipment events.
This commit is contained in:
parent
57587d1586
commit
af2e23b275
@ -2,8 +2,8 @@ use bevy::prelude::{Component, Quat, Vec3};
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use crate::logic::core::guns::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
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use crate::logic::core::guns::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
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#[derive(Component)]
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#[derive(Component, Clone)]
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pub struct FirearmData<'a> {
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pub struct FirearmData {
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/// Where the bullets will come out of, and muzzle flash will be spawned out of.
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/// Where the bullets will come out of, and muzzle flash will be spawned out of.
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pub firing_point: Vec3,
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pub firing_point: Vec3,
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pub caliber: Caliber,
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pub caliber: Caliber,
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@ -14,9 +14,8 @@ pub struct FirearmData<'a> {
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/// Amount of seconds it takes for gun to come down from shooting
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/// Amount of seconds it takes for gun to come down from shooting
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/// Also is the time it takes for the gun to aim in or aim out.
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/// Also is the time it takes for the gun to aim in or aim out.
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pub rebound_time_seconds: f32,
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pub rebound_time_seconds: f32,
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pub asset_path: &'a str,
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pub identifier: String,
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pub asset_path: String,
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pub vertical_recoil_modifier: f32,
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pub vertical_recoil_modifier: f32,
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pub horizontal_recoil_modifier: f32,
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pub horizontal_recoil_modifier: f32,
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@ -1,7 +1,13 @@
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use bevy::prelude::Component;
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use bevy::prelude::Component;
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use crate::setup::equipment::Equipment;
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#[derive(Clone, Default)]
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pub struct PlayerData {
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pub equipment: Equipment,
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}
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#[derive(Component)]
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#[derive(Component)]
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pub struct Player;
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pub struct Player(pub PlayerData);
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#[derive(Component)]
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#[derive(Component)]
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pub struct PlayerHand;
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pub struct PlayerHand;
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@ -1,5 +1,3 @@
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use crate::logic::core::guns::firearm::Firearm;
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pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 20.0;
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pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 20.0;
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pub const PLAYER_ACCELERATION: f32 = 20.0;
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pub const PLAYER_ACCELERATION: f32 = 20.0;
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pub const PLAYER_JUMP_FORCE: f32 = 900.0;
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pub const PLAYER_JUMP_FORCE: f32 = 900.0;
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@ -25,5 +23,3 @@ pub const PLAYER_LATERAL_ACCELERATION_WHILE_SPRINTING_MULTIPLIER: f32 = 0.2;
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pub const PLAYER_LATERAL_ACCELERATION_MULTIPLIER: f32 = 1.0;
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pub const PLAYER_LATERAL_ACCELERATION_MULTIPLIER: f32 = 1.0;
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pub const PLAYER_LINEAR_DAMPING_TIME_OFFSET_AFTER_JUMP_IN_MS: u128 = 20;
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pub const PLAYER_LINEAR_DAMPING_TIME_OFFSET_AFTER_JUMP_IN_MS: u128 = 20;
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pub const DEFAULT_PLAYER_FIREARM: Firearm = Firearm::M4A1;
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@ -1,4 +1,5 @@
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#[allow(unused)]
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#[allow(unused)]
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#[derive(Clone)]
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pub enum Caliber {
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pub enum Caliber {
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NATO556,
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NATO556,
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}
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}
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@ -1,7 +1,4 @@
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use bevy::prelude::*;
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#[allow(unused)]
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#[derive(Event)]
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pub struct SpawnFirearmEvent();
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/// System that checks if player
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pub fn equip_firearm() {
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}
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@ -26,7 +26,6 @@ impl Firearm {
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1.0, 1.2, 1.3, -1.6, 1.5, -1.7, -1.5, 1.5, -1.5, 2.0 // 10 for now
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1.0, 1.2, 1.3, -1.6, 1.5, -1.7, -1.5, 1.5, -1.5, 2.0 // 10 for now
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]),
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]),
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},
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},
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asset_path: "weapons/m4a1_rifle.glb",
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final_aimed_rotation: Quat::from_rotation_x(0.026),
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final_aimed_rotation: Quat::from_rotation_x(0.026),
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final_rotation: Quat::default(),
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final_rotation: Quat::default(),
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@ -43,8 +42,7 @@ impl Firearm {
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y: -0.45,
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y: -0.45,
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z: -2.7,
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z: -2.7,
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},
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},
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identifier: String::from("m4a1_rifle"),
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asset_path: String::from("weapons/m4a1_rifle.glb"),
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}
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}
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}
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}
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pub fn holdable_object_data(&self) -> HoldableObjectData {
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pub fn holdable_object_data(&self) -> HoldableObjectData {
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@ -1,6 +1,5 @@
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pub mod caliber;
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pub mod caliber;
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pub mod firearm;
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pub mod firearm;
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pub mod player_firing;
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pub mod player_firing;
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pub mod spawn_firearm;
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pub mod spray_pattern;
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pub mod spray_pattern;
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pub mod equip_firearm;
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pub mod equip_firearm;
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@ -2,8 +2,8 @@ use std::time::Duration;
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use bevy::prelude::*;
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use bevy::prelude::*;
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#[derive(Resource, Reflect)]
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#[derive(Component, Reflect)]
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#[reflect(Resource)]
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#[reflect(Component)]
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pub struct PlayerFiringInfo {
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pub struct PlayerFiringInfo {
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/// Timestamp since last round fired from the gun. (seconds)
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/// Timestamp since last round fired from the gun. (seconds)
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pub last_shot_timestamp: f32,
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pub last_shot_timestamp: f32,
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@ -1,58 +0,0 @@
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use std::time::Duration;
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use bevy::{prelude::*, gltf::Gltf};
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use crate::{
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comps::core::markers::{holdable::InPlayerHands, player::PlayerHand, firearm::{MagazineData, FirearmData}},
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constants::player_values::DEFAULT_PLAYER_FIREARM,
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utils, setup::{animations::FirearmAnimations, assets::{GltfAssets, GltfAssetType}},
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};
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use super::{player_firing::PlayerFiringInfo, firearm::Firearm};
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pub fn spawn_firearm_on_player_hands(
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mut commands: Commands,
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query: Query<Entity, With<PlayerHand>>,
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mut player_firing_info: ResMut<PlayerFiringInfo>,
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assets_gltf: Res<GltfAssets>,
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loaded_gltf_assets: Res<Assets<Gltf>>,
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) {
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if let Some(asset_handle) = assets_gltf.assets.iter().find(|asset| asset.asset_type == GltfAssetType::Firearm(Firearm::M4A1)) {
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if let Some(gltf) = loaded_gltf_assets.get(&asset_handle.asset) {
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for entity in query.iter() {
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let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
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firearm_transform.rotate_y(utils::rad_deg::radians_from_degrees(
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DEFAULT_PLAYER_FIREARM.holdable_object_data().y_rot,
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));
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let scene = gltf.scenes[0].clone();
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let firearm = commands
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.spawn((
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SceneBundle {
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scene,
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visibility: Visibility::Inherited,
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transform: firearm_transform,
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..default()
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},
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DEFAULT_PLAYER_FIREARM.firearm_data(),
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DEFAULT_PLAYER_FIREARM.holdable_object_data(),
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MagazineData { rounds_shot: 0, max_capacity: DEFAULT_PLAYER_FIREARM.firearm_data().max_capacity },
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InPlayerHands,
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))
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.id();
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commands.entity(entity).push_children(&[firearm]);
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let time_in_secs_between_each_round =
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1.0 / DEFAULT_PLAYER_FIREARM.firearm_data().fire_rate * 60.0;
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player_firing_info.full_auto_timer = Timer::new(
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Duration::from_secs_f32(time_in_secs_between_each_round),
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TimerMode::Once,
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);
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// Load animations
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//commands.insert_resource(FirearmAnimations { reload_magazine: asset_server.load(format!("{}#Animation0", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path))})
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}
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}
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}
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}
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#[derive(Clone)]
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pub struct FirearmSprayPattern {
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pub struct FirearmSprayPattern {
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pub vertical: Vec<f32>,
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pub vertical: Vec<f32>,
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pub horizontal: Vec<f32>,
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pub horizontal: Vec<f32>,
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::{
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use crate::{
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comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::InPlayerHands, player::PlayerHand},
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comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::InPlayerHands, player::{PlayerHand, Player}},
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logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees, setup::animations::FirearmAnimations,
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logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees, setup::{animations::AllFirearmAnimations, load_state::GameLoadState},
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};
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};
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pub fn capture_hand_usage(
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pub fn capture_hand_usage(
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@ -11,36 +11,48 @@ pub fn capture_hand_usage(
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mut hand_query: Query<&mut Transform, With<PlayerHand>>,
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mut hand_query: Query<&mut Transform, With<PlayerHand>>,
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time: Res<Time>,
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time: Res<Time>,
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mut player_firing_info: ResMut<PlayerFiringInfo>,
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mut firearm_query: Query<
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mut firearm_query: Query<
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(&mut Transform, &'static FirearmData, &mut MagazineData),
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(&mut Transform, &'static FirearmData, &mut MagazineData),
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(With<InPlayerHands>, Without<PlayerHand>),
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(With<InPlayerHands>, Without<PlayerHand>),
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>,
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>,
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player_query: Query<&Player>,
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mut player_firing_info_query: Query<&mut PlayerFiringInfo, With<Player>>,
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all_firearm_animations: Res<AllFirearmAnimations>,
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mut animation_players: Query<&mut AnimationPlayer>,
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animation_clips: Res<Assets<AnimationClip>>,
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animation_clips: Res<Assets<AnimationClip>>,
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mut players: Query<&mut AnimationPlayer>,
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game_load_state: Res<GameLoadState>,
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) {
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) {
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if !game_load_state.player_loaded {
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return;
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}
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if let Some(player_firearm) = player_query.single().0.equipment.primary_firearm.clone() {
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for mut player_firing_info in player_firing_info_query.iter_mut() {
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player_firing_info.full_auto_timer.tick(time.delta());
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player_firing_info.full_auto_timer.tick(time.delta());
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for (mut _firearm_transform, firearm_data, mut magazine_data) in firearm_query.iter_mut() {
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for (mut _firearm_transform, firearm_data, mut magazine_data) in firearm_query.iter_mut() {
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for mut hand_transform in hand_query.iter_mut() {
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for mut hand_transform in hand_query.iter_mut() {
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if player_firing_info.is_reloading {
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if player_firing_info.is_reloading {
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for player in &mut players {
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for animation_player in &mut animation_players {
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/*if let Some(reload_animation) = animation_clips.get(&animations.reload_magazine) {
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if let Some(firearm_animations) = all_firearm_animations.animations.iter().find(|animation| &animation.firearm == &player_firearm) {
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if player.elapsed() >= reload_animation.duration() {
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if let Some(animation_clip) = animation_clips.get(&firearm_animations.reload_magazine) {
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if animation_player.elapsed() >= animation_clip.duration() {
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magazine_data.rounds_shot = 0;
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magazine_data.rounds_shot = 0;
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player_firing_info.is_reloading = false;
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player_firing_info.is_reloading = false;
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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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} else { // Player is not in a reload animation
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} else { // Player is not in a reload animation
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if keyboard_input.just_pressed(KeyCode::R) {
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if keyboard_input.just_pressed(KeyCode::R) {
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// Start reload animation
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// Start reload animation
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/*for mut player in &mut players {
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for mut animation_player in &mut animation_players {
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player.start(animations.reload_magazine.clone_weak());
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if let Some(firearm_animations) = all_firearm_animations.animations.iter().find(|animation| &animation.firearm == &player_firearm) {
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animation_player.start(firearm_animations.reload_magazine.clone_weak());
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player_firing_info.is_reloading = true;
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player_firing_info.is_reloading = true;
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}*/
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}
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}
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// Set is_reloading = true
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// Set is_reloading = true
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// At the end of reload animation, set magazine data to capacity = 0
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// At the end of reload animation, set magazine data to capacity = 0
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}
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}
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@ -106,5 +118,7 @@ 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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}
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use bevy::prelude::*;
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use bevy::{prelude::*, diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}};
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use bevy_inspector_egui::quick::WorldInspectorPlugin;
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use bevy_rapier3d::prelude::*;
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use bevy_rapier3d::prelude::*;
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use logic::core::guns::player_firing::PlayerFiringInfo;
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use logic::core::guns::player_firing::PlayerFiringInfo;
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@ -26,6 +26,8 @@ fn setup_plugins(application: &mut App) {
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.add_plugins(DefaultPlugins)
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.add_plugins(DefaultPlugins)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(WorldInspectorPlugin::new())
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.add_plugins(LogDiagnosticsPlugin::default())
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.add_plugins(FrameTimeDiagnosticsPlugin::default())
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.register_type::<PlayerFiringInfo>();
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.register_type::<PlayerFiringInfo>();
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}
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}
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@ -2,16 +2,13 @@ use bevy::prelude::*;
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use crate::{
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use crate::{
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comps::core::controller::capture_input,
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comps::core::controller::capture_input,
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logic::core::{
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logic::core::player::{
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guns::{player_firing::PlayerFiringInfo, spawn_firearm::spawn_firearm_on_player_hands},
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player::{
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camera_player_sync::{
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camera_player_sync::{
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follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
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follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
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},
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},
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hands::capture_hand_usage,
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hands::capture_hand_usage,
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player_vertical_sync::sync_player_y_state,
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player_vertical_sync::sync_player_y_state,
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},
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}, setup::{assets::load_all_assets, load_state::GameLoadState, spawn::add_all_spawners, animations::{load_animations, AllFirearmAnimations}, equipment::{EquipmentChangeEvent, change_equipment}},
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}, setup::{assets::load_all_assets, load_state::GameLoadState, spawn::add_all_spawners, animations::load_animations},
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};
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};
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use super::{
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use super::{
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pub fn load_scene(application: &mut App) {
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pub fn load_scene(application: &mut App) {
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application.insert_resource(GameLoadState::default());
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application.insert_resource(GameLoadState::default());
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application.insert_resource(MouseMovementSettings::default());
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application.insert_resource(MouseMovementSettings::default());
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application.insert_resource(PlayerFiringInfo::default());
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application.insert_resource(AllFirearmAnimations::default());
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// Startup
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// Startup
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application.add_systems(PreStartup, load_all_assets);
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application.add_systems(PreStartup, load_all_assets);
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application.add_systems(Startup, spawn_ground);
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application.add_systems(Startup, spawn_ground);
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application.add_systems(Startup, spawn_obstacles);
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application.add_systems(Startup, spawn_obstacles);
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application.add_systems(Startup, setup_lighting);
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application.add_systems(Startup, setup_lighting);
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application.add_systems(Startup, set_spawn_points);
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application.add_systems(Startup, set_spawn_points);
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application.add_systems(
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PostStartup,
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spawn_firearm_on_player_hands,
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);
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// Update
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// Update
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add_all_spawners(application);
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add_all_spawners(application);
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application.add_systems(Update, capture_input);
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application.add_systems(Update, capture_input);
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@ -44,4 +36,8 @@ pub fn load_scene(application: &mut App) {
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application.add_systems(Update, set_skybox_if_loaded);
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application.add_systems(Update, set_skybox_if_loaded);
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application.add_systems(Update, update_camera_vertical_position);
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application.add_systems(Update, update_camera_vertical_position);
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application.add_systems(Update, capture_hand_usage);
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application.add_systems(Update, capture_hand_usage);
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application.add_systems(Update, change_equipment);
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|
|
||||||
|
application.add_event::<EquipmentChangeEvent>();
|
||||||
}
|
}
|
||||||
|
@ -1,8 +1,8 @@
|
|||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use crate::{setup::spawn::SpawnPoint, comps::core::markers::player::Player};
|
use crate::{setup::{spawn::SpawnPoint, equipment::Equipment}, comps::core::markers::player::{Player, PlayerData}, logic::core::guns::firearm::Firearm};
|
||||||
|
|
||||||
pub fn set_spawn_points(mut commands: Commands) {
|
pub fn set_spawn_points(mut commands: Commands) {
|
||||||
commands.spawn(SpawnPoint { at: Transform::from_xyz(3.0, 5.0, 2.0), what: Player });
|
commands.spawn(SpawnPoint { at: Transform::from_xyz(3.0, 5.0, 2.0), what: Player(PlayerData{ equipment: Equipment { primary_firearm: Some(Firearm::M4A1) }}) });
|
||||||
|
|
||||||
}
|
}
|
@ -4,7 +4,7 @@ use crate::logic::core::guns::firearm::Firearm;
|
|||||||
|
|
||||||
use super::{assets::GltfAssets, load_state::GameLoadState};
|
use super::{assets::GltfAssets, load_state::GameLoadState};
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Resource, Default)]
|
||||||
pub struct AllFirearmAnimations {
|
pub struct AllFirearmAnimations {
|
||||||
pub animations: Vec<FirearmAnimations>,
|
pub animations: Vec<FirearmAnimations>,
|
||||||
}
|
}
|
||||||
|
91
src/setup/equipment.rs
Normal file
91
src/setup/equipment.rs
Normal file
@ -0,0 +1,91 @@
|
|||||||
|
use std::time::Duration;
|
||||||
|
|
||||||
|
use bevy::{prelude::*, gltf::Gltf};
|
||||||
|
|
||||||
|
use crate::{logic::core::guns::{firearm::Firearm, player_firing::PlayerFiringInfo}, comps::core::markers::{player::{Player, PlayerHand}, firearm::{MagazineData, FirearmData}, holdable::InPlayerHands}, utils};
|
||||||
|
|
||||||
|
use super::assets::{GltfAssets, GltfAssetType};
|
||||||
|
|
||||||
|
#[derive(Event)]
|
||||||
|
pub struct EquipmentChangeEvent(pub Equipment);
|
||||||
|
/// Foundation for inventory System.
|
||||||
|
#[derive(Component, Clone, Default)]
|
||||||
|
pub struct Equipment {
|
||||||
|
pub primary_firearm: Option<Firearm>,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Called whenever player wants to change equipment
|
||||||
|
pub fn change_equipment(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut equipment_change_event_reader: EventReader<EquipmentChangeEvent>,
|
||||||
|
mut player_query: Query<(&mut Player, &mut PlayerFiringInfo)>,
|
||||||
|
mut player_hands_query: Query<Entity, With<PlayerHand>>,
|
||||||
|
|
||||||
|
assets_gltf: Res<GltfAssets>,
|
||||||
|
loaded_gltf_assets: Res<Assets<Gltf>>,
|
||||||
|
) {
|
||||||
|
for equipment_change_event in equipment_change_event_reader.iter() {
|
||||||
|
// TODO: Equipment change
|
||||||
|
let (mut player, player_firing_info) = player_query.single_mut() ;
|
||||||
|
// Primary firearm change
|
||||||
|
if equipment_change_event.0.primary_firearm != player.0.equipment.primary_firearm {
|
||||||
|
|
||||||
|
let player_hands = player_hands_query.single_mut();
|
||||||
|
|
||||||
|
commands.entity(player_hands).clear_children(); // Don't do this without keeping the state from the last mag
|
||||||
|
if let Some(new_firearm) = equipment_change_event.0.primary_firearm.clone() {
|
||||||
|
spawn_firearm_on_player_hands(&mut commands, player_firing_info, player_hands, &assets_gltf, &loaded_gltf_assets, new_firearm);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set the player's equipment to the newly spawned equipment
|
||||||
|
player.0.equipment.primary_firearm = equipment_change_event.0.primary_firearm.clone();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn spawn_firearm_on_player_hands(
|
||||||
|
commands: &mut Commands,
|
||||||
|
mut player_firing_info: Mut<PlayerFiringInfo>,
|
||||||
|
player_hands: Entity,
|
||||||
|
assets_gltf: &GltfAssets,
|
||||||
|
loaded_gltf_assets: &Assets<Gltf>,
|
||||||
|
firearm: Firearm,
|
||||||
|
) {
|
||||||
|
if let Some(asset_handle) = assets_gltf.assets.iter().find(|asset| asset.asset_type == GltfAssetType::Firearm(firearm.clone())) {
|
||||||
|
if let Some(gltf) = loaded_gltf_assets.get(&asset_handle.asset) {
|
||||||
|
let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
|
||||||
|
firearm_transform.rotate_y(utils::rad_deg::radians_from_degrees(
|
||||||
|
firearm.holdable_object_data().y_rot,
|
||||||
|
));
|
||||||
|
|
||||||
|
let scene = gltf.scenes[0].clone();
|
||||||
|
let firearm_data: FirearmData = firearm.firearm_data();
|
||||||
|
let firearm_entity = commands
|
||||||
|
.spawn((
|
||||||
|
SceneBundle {
|
||||||
|
scene,
|
||||||
|
visibility: Visibility::Inherited,
|
||||||
|
transform: firearm_transform,
|
||||||
|
..default()
|
||||||
|
},
|
||||||
|
firearm_data.clone(),
|
||||||
|
firearm.holdable_object_data(),
|
||||||
|
MagazineData { rounds_shot: 0, max_capacity: firearm_data.max_capacity },
|
||||||
|
InPlayerHands,
|
||||||
|
|
||||||
|
))
|
||||||
|
.id();
|
||||||
|
|
||||||
|
commands.entity(player_hands).push_children(&[firearm_entity]);
|
||||||
|
|
||||||
|
|
||||||
|
let time_in_secs_between_each_round =
|
||||||
|
1.0 / firearm_data.fire_rate * 60.0;
|
||||||
|
player_firing_info.full_auto_timer = Timer::new(
|
||||||
|
Duration::from_secs_f32(time_in_secs_between_each_round),
|
||||||
|
TimerMode::Once,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -3,3 +3,4 @@ pub mod animations;
|
|||||||
pub mod load_state;
|
pub mod load_state;
|
||||||
pub mod spawn;
|
pub mod spawn;
|
||||||
pub mod spawners;
|
pub mod spawners;
|
||||||
|
pub mod equipment;
|
@ -4,11 +4,11 @@ use bevy_rapier3d::prelude::*;
|
|||||||
use crate::{
|
use crate::{
|
||||||
comps::core::markers::{
|
comps::core::markers::{
|
||||||
camera::MainCamera,
|
camera::MainCamera,
|
||||||
player::{Player, PlayerHand},
|
player::{Player, PlayerHand, PlayerData},
|
||||||
},
|
},
|
||||||
constants::player_values::{
|
constants::player_values::{
|
||||||
PLAYER_GRAVITY_SCALE, PLAYER_HEIGHT, PLAYER_INITIAL_WEIGHT, PLAYER_LINEAR_DAMPING,
|
PLAYER_GRAVITY_SCALE, PLAYER_HEIGHT, PLAYER_INITIAL_WEIGHT, PLAYER_LINEAR_DAMPING,
|
||||||
}, logic::core::player::player_movement::{PlayerLinearYState, PlayerLinearXZState}, setup::load_state::GameLoadState,
|
}, logic::core::{player::player_movement::{PlayerLinearYState, PlayerLinearXZState}, guns::player_firing::PlayerFiringInfo}, setup::{load_state::GameLoadState, equipment::EquipmentChangeEvent},
|
||||||
};
|
};
|
||||||
|
|
||||||
use crate::setup::spawn::SpawnPoint;
|
use crate::setup::spawn::SpawnPoint;
|
||||||
@ -19,6 +19,7 @@ pub fn player_spawner(
|
|||||||
mut commands: Commands,
|
mut commands: Commands,
|
||||||
player_sp_query: Query<(Entity, &SpawnPoint<Player>)>,
|
player_sp_query: Query<(Entity, &SpawnPoint<Player>)>,
|
||||||
mut game_load_state: ResMut<GameLoadState>,
|
mut game_load_state: ResMut<GameLoadState>,
|
||||||
|
mut equipment_change_event_writer: EventWriter<EquipmentChangeEvent>,
|
||||||
) {
|
) {
|
||||||
if game_load_state.player_loaded || !game_load_state.is_everything_except_player_loaded() {
|
if game_load_state.player_loaded || !game_load_state.is_everything_except_player_loaded() {
|
||||||
return;
|
return;
|
||||||
@ -52,7 +53,8 @@ pub fn player_spawner(
|
|||||||
|
|
||||||
// Spawn player
|
// Spawn player
|
||||||
commands
|
commands
|
||||||
.spawn(Player)
|
.spawn(Player(PlayerData::default()))
|
||||||
|
// Physics
|
||||||
.insert(RigidBody::Dynamic)
|
.insert(RigidBody::Dynamic)
|
||||||
.insert(GravityScale(PLAYER_GRAVITY_SCALE))
|
.insert(GravityScale(PLAYER_GRAVITY_SCALE))
|
||||||
.insert(Collider::capsule_y(PLAYER_HEIGHT, 2.0))
|
.insert(Collider::capsule_y(PLAYER_HEIGHT, 2.0))
|
||||||
@ -80,15 +82,19 @@ pub fn player_spawner(
|
|||||||
impulse: Vec3::ZERO,
|
impulse: Vec3::ZERO,
|
||||||
torque_impulse: Vec3::ZERO,
|
torque_impulse: Vec3::ZERO,
|
||||||
})
|
})
|
||||||
|
// Controller state
|
||||||
.insert(PlayerLinearYState::Falling)
|
.insert(PlayerLinearYState::Falling)
|
||||||
.insert(PlayerLinearXZState::Stopped)
|
.insert(PlayerLinearXZState::Stopped)
|
||||||
|
// Engine stuff
|
||||||
.insert(VisibilityBundle {
|
.insert(VisibilityBundle {
|
||||||
visibility: Visibility::Visible,
|
visibility: Visibility::Visible,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
})
|
})
|
||||||
|
// Data
|
||||||
|
.insert(PlayerFiringInfo::default())
|
||||||
.push_children(&[camera]);
|
.push_children(&[camera]);
|
||||||
|
|
||||||
|
equipment_change_event_writer.send(EquipmentChangeEvent(player_spawn_point.what.0.equipment.clone()));
|
||||||
commands.entity(player_spawn_point_entity).despawn();
|
commands.entity(player_spawn_point_entity).despawn();
|
||||||
game_load_state.player_loaded = true;
|
game_load_state.player_loaded = true;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user