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};
|
||||
|
||||
use crate::logic::core::guns::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct FirearmData<'a> {
|
||||
#[derive(Component, Clone)]
|
||||
pub struct FirearmData {
|
||||
/// Where the bullets will come out of, and muzzle flash will be spawned out of.
|
||||
pub firing_point: Vec3,
|
||||
pub caliber: Caliber,
|
||||
@ -14,9 +14,8 @@ pub struct FirearmData<'a> {
|
||||
/// Amount of seconds it takes for gun to come down from shooting
|
||||
/// Also is the time it takes for the gun to aim in or aim out.
|
||||
pub rebound_time_seconds: f32,
|
||||
pub asset_path: &'a str,
|
||||
|
||||
pub identifier: String,
|
||||
pub asset_path: String,
|
||||
|
||||
pub vertical_recoil_modifier: f32,
|
||||
pub horizontal_recoil_modifier: f32,
|
||||
|
@ -1,7 +1,13 @@
|
||||
use bevy::prelude::Component;
|
||||
|
||||
use crate::setup::equipment::Equipment;
|
||||
|
||||
#[derive(Clone, Default)]
|
||||
pub struct PlayerData {
|
||||
pub equipment: Equipment,
|
||||
}
|
||||
#[derive(Component)]
|
||||
pub struct Player;
|
||||
pub struct Player(pub PlayerData);
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct PlayerHand;
|
@ -1,5 +1,3 @@
|
||||
use crate::logic::core::guns::firearm::Firearm;
|
||||
|
||||
pub const MAX_LINEAR_PLAYER_VELOCITY: f32 = 20.0;
|
||||
pub const PLAYER_ACCELERATION: f32 = 20.0;
|
||||
pub const PLAYER_JUMP_FORCE: f32 = 900.0;
|
||||
@ -25,5 +23,3 @@ pub const PLAYER_LATERAL_ACCELERATION_WHILE_SPRINTING_MULTIPLIER: f32 = 0.2;
|
||||
pub const PLAYER_LATERAL_ACCELERATION_MULTIPLIER: f32 = 1.0;
|
||||
|
||||
pub const PLAYER_LINEAR_DAMPING_TIME_OFFSET_AFTER_JUMP_IN_MS: u128 = 20;
|
||||
|
||||
pub const DEFAULT_PLAYER_FIREARM: Firearm = Firearm::M4A1;
|
||||
|
@ -1,4 +1,5 @@
|
||||
#[allow(unused)]
|
||||
#[derive(Clone)]
|
||||
pub enum Caliber {
|
||||
NATO556,
|
||||
}
|
||||
|
@ -1,7 +1,4 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[allow(unused)]
|
||||
|
||||
/// System that checks if player
|
||||
pub fn equip_firearm() {
|
||||
|
||||
}
|
||||
#[derive(Event)]
|
||||
pub struct SpawnFirearmEvent();
|
@ -26,7 +26,6 @@ impl Firearm {
|
||||
1.0, 1.2, 1.3, -1.6, 1.5, -1.7, -1.5, 1.5, -1.5, 2.0 // 10 for now
|
||||
]),
|
||||
},
|
||||
asset_path: "weapons/m4a1_rifle.glb",
|
||||
|
||||
final_aimed_rotation: Quat::from_rotation_x(0.026),
|
||||
final_rotation: Quat::default(),
|
||||
@ -43,8 +42,7 @@ impl Firearm {
|
||||
y: -0.45,
|
||||
z: -2.7,
|
||||
},
|
||||
identifier: String::from("m4a1_rifle"),
|
||||
|
||||
asset_path: String::from("weapons/m4a1_rifle.glb"),
|
||||
}
|
||||
}
|
||||
pub fn holdable_object_data(&self) -> HoldableObjectData {
|
||||
|
@ -1,6 +1,5 @@
|
||||
pub mod caliber;
|
||||
pub mod firearm;
|
||||
pub mod player_firing;
|
||||
pub mod spawn_firearm;
|
||||
pub mod spray_pattern;
|
||||
pub mod equip_firearm;
|
@ -2,8 +2,8 @@ use std::time::Duration;
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Resource, Reflect)]
|
||||
#[reflect(Resource)]
|
||||
#[derive(Component, Reflect)]
|
||||
#[reflect(Component)]
|
||||
pub struct PlayerFiringInfo {
|
||||
/// Timestamp since last round fired from the gun. (seconds)
|
||||
pub last_shot_timestamp: f32,
|
||||
|
@ -1,58 +0,0 @@
|
||||
use std::time::Duration;
|
||||
|
||||
use bevy::{prelude::*, gltf::Gltf};
|
||||
|
||||
use crate::{
|
||||
comps::core::markers::{holdable::InPlayerHands, player::PlayerHand, firearm::{MagazineData, FirearmData}},
|
||||
constants::player_values::DEFAULT_PLAYER_FIREARM,
|
||||
utils, setup::{animations::FirearmAnimations, assets::{GltfAssets, GltfAssetType}},
|
||||
};
|
||||
|
||||
use super::{player_firing::PlayerFiringInfo, firearm::Firearm};
|
||||
|
||||
pub fn spawn_firearm_on_player_hands(
|
||||
mut commands: Commands,
|
||||
query: Query<Entity, With<PlayerHand>>,
|
||||
mut player_firing_info: ResMut<PlayerFiringInfo>,
|
||||
assets_gltf: Res<GltfAssets>,
|
||||
loaded_gltf_assets: Res<Assets<Gltf>>,
|
||||
) {
|
||||
if let Some(asset_handle) = assets_gltf.assets.iter().find(|asset| asset.asset_type == GltfAssetType::Firearm(Firearm::M4A1)) {
|
||||
if let Some(gltf) = loaded_gltf_assets.get(&asset_handle.asset) {
|
||||
for entity in query.iter() {
|
||||
let mut firearm_transform = Transform::from_xyz(0.0, 0.0, 0.0);
|
||||
firearm_transform.rotate_y(utils::rad_deg::radians_from_degrees(
|
||||
DEFAULT_PLAYER_FIREARM.holdable_object_data().y_rot,
|
||||
));
|
||||
|
||||
let scene = gltf.scenes[0].clone();
|
||||
|
||||
let firearm = commands
|
||||
.spawn((
|
||||
SceneBundle {
|
||||
scene,
|
||||
visibility: Visibility::Inherited,
|
||||
transform: firearm_transform,
|
||||
..default()
|
||||
},
|
||||
DEFAULT_PLAYER_FIREARM.firearm_data(),
|
||||
DEFAULT_PLAYER_FIREARM.holdable_object_data(),
|
||||
MagazineData { rounds_shot: 0, max_capacity: DEFAULT_PLAYER_FIREARM.firearm_data().max_capacity },
|
||||
InPlayerHands,
|
||||
|
||||
))
|
||||
.id();
|
||||
|
||||
commands.entity(entity).push_children(&[firearm]);
|
||||
let time_in_secs_between_each_round =
|
||||
1.0 / DEFAULT_PLAYER_FIREARM.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,
|
||||
);
|
||||
// Load animations
|
||||
//commands.insert_resource(FirearmAnimations { reload_magazine: asset_server.load(format!("{}#Animation0", DEFAULT_PLAYER_FIREARM.firearm_data().asset_path))})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,6 @@
|
||||
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct FirearmSprayPattern {
|
||||
pub vertical: Vec<f32>,
|
||||
pub horizontal: Vec<f32>,
|
||||
|
@ -1,8 +1,8 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::InPlayerHands, player::PlayerHand},
|
||||
logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees, setup::animations::FirearmAnimations,
|
||||
comps::core::markers::{firearm::{FirearmData, MagazineData}, holdable::InPlayerHands, player::{PlayerHand, Player}},
|
||||
logic::core::guns::player_firing::PlayerFiringInfo, utils::rad_deg::radians_from_degrees, setup::{animations::AllFirearmAnimations, load_state::GameLoadState},
|
||||
};
|
||||
|
||||
pub fn capture_hand_usage(
|
||||
@ -11,36 +11,48 @@ pub fn capture_hand_usage(
|
||||
mut hand_query: Query<&mut Transform, With<PlayerHand>>,
|
||||
time: Res<Time>,
|
||||
|
||||
mut player_firing_info: ResMut<PlayerFiringInfo>,
|
||||
mut firearm_query: Query<
|
||||
(&mut Transform, &'static FirearmData, &mut MagazineData),
|
||||
(With<InPlayerHands>, Without<PlayerHand>),
|
||||
>,
|
||||
|
||||
player_query: Query<&Player>,
|
||||
mut player_firing_info_query: Query<&mut PlayerFiringInfo, With<Player>>,
|
||||
all_firearm_animations: Res<AllFirearmAnimations>,
|
||||
mut animation_players: Query<&mut AnimationPlayer>,
|
||||
animation_clips: Res<Assets<AnimationClip>>,
|
||||
mut players: Query<&mut AnimationPlayer>,
|
||||
|
||||
game_load_state: Res<GameLoadState>,
|
||||
) {
|
||||
if !game_load_state.player_loaded {
|
||||
return;
|
||||
}
|
||||
if let Some(player_firearm) = player_query.single().0.equipment.primary_firearm.clone() {
|
||||
for mut player_firing_info in player_firing_info_query.iter_mut() {
|
||||
player_firing_info.full_auto_timer.tick(time.delta());
|
||||
|
||||
for (mut _firearm_transform, firearm_data, mut magazine_data) in firearm_query.iter_mut() {
|
||||
for mut hand_transform in hand_query.iter_mut() {
|
||||
|
||||
if player_firing_info.is_reloading {
|
||||
for player in &mut players {
|
||||
/*if let Some(reload_animation) = animation_clips.get(&animations.reload_magazine) {
|
||||
if player.elapsed() >= reload_animation.duration() {
|
||||
for animation_player in &mut animation_players {
|
||||
if let Some(firearm_animations) = all_firearm_animations.animations.iter().find(|animation| &animation.firearm == &player_firearm) {
|
||||
if let Some(animation_clip) = animation_clips.get(&firearm_animations.reload_magazine) {
|
||||
if animation_player.elapsed() >= animation_clip.duration() {
|
||||
magazine_data.rounds_shot = 0;
|
||||
player_firing_info.is_reloading = false;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
} else { // Player is not in a reload animation
|
||||
if keyboard_input.just_pressed(KeyCode::R) {
|
||||
// Start reload animation
|
||||
/*for mut player in &mut players {
|
||||
player.start(animations.reload_magazine.clone_weak());
|
||||
for mut animation_player in &mut animation_players {
|
||||
if let Some(firearm_animations) = all_firearm_animations.animations.iter().find(|animation| &animation.firearm == &player_firearm) {
|
||||
animation_player.start(firearm_animations.reload_magazine.clone_weak());
|
||||
player_firing_info.is_reloading = true;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
// Set is_reloading = true
|
||||
// At the end of reload animation, set magazine data to capacity = 0
|
||||
}
|
||||
@ -106,5 +118,7 @@ pub fn capture_hand_usage(
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
use bevy::prelude::*;
|
||||
use bevy::{prelude::*, diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin}};
|
||||
use bevy_inspector_egui::quick::WorldInspectorPlugin;
|
||||
use bevy_rapier3d::prelude::*;
|
||||
use logic::core::guns::player_firing::PlayerFiringInfo;
|
||||
@ -26,6 +26,8 @@ fn setup_plugins(application: &mut App) {
|
||||
.add_plugins(DefaultPlugins)
|
||||
.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
|
||||
.add_plugins(WorldInspectorPlugin::new())
|
||||
.add_plugins(LogDiagnosticsPlugin::default())
|
||||
.add_plugins(FrameTimeDiagnosticsPlugin::default())
|
||||
.register_type::<PlayerFiringInfo>();
|
||||
}
|
||||
|
||||
|
@ -2,16 +2,13 @@ use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
comps::core::controller::capture_input,
|
||||
logic::core::{
|
||||
guns::{player_firing::PlayerFiringInfo, spawn_firearm::spawn_firearm_on_player_hands},
|
||||
player::{
|
||||
logic::core::player::{
|
||||
camera_player_sync::{
|
||||
follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
|
||||
},
|
||||
hands::capture_hand_usage,
|
||||
player_vertical_sync::sync_player_y_state,
|
||||
},
|
||||
}, setup::{assets::load_all_assets, load_state::GameLoadState, spawn::add_all_spawners, animations::load_animations},
|
||||
}, setup::{assets::load_all_assets, load_state::GameLoadState, spawn::add_all_spawners, animations::{load_animations, AllFirearmAnimations}, equipment::{EquipmentChangeEvent, change_equipment}},
|
||||
};
|
||||
|
||||
use super::{
|
||||
@ -21,18 +18,13 @@ use super::{
|
||||
pub fn load_scene(application: &mut App) {
|
||||
application.insert_resource(GameLoadState::default());
|
||||
application.insert_resource(MouseMovementSettings::default());
|
||||
application.insert_resource(PlayerFiringInfo::default());
|
||||
application.insert_resource(AllFirearmAnimations::default());
|
||||
// Startup
|
||||
application.add_systems(PreStartup, load_all_assets);
|
||||
application.add_systems(Startup, spawn_ground);
|
||||
application.add_systems(Startup, spawn_obstacles);
|
||||
application.add_systems(Startup, setup_lighting);
|
||||
application.add_systems(Startup, set_spawn_points);
|
||||
|
||||
application.add_systems(
|
||||
PostStartup,
|
||||
spawn_firearm_on_player_hands,
|
||||
);
|
||||
// Update
|
||||
add_all_spawners(application);
|
||||
application.add_systems(Update, capture_input);
|
||||
@ -44,4 +36,8 @@ pub fn load_scene(application: &mut App) {
|
||||
application.add_systems(Update, set_skybox_if_loaded);
|
||||
application.add_systems(Update, update_camera_vertical_position);
|
||||
application.add_systems(Update, capture_hand_usage);
|
||||
|
||||
application.add_systems(Update, change_equipment);
|
||||
|
||||
application.add_event::<EquipmentChangeEvent>();
|
||||
}
|
||||
|
@ -1,8 +1,8 @@
|
||||
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) {
|
||||
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};
|
||||
|
||||
#[derive(Resource)]
|
||||
#[derive(Resource, Default)]
|
||||
pub struct AllFirearmAnimations {
|
||||
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 spawn;
|
||||
pub mod spawners;
|
||||
pub mod equipment;
|
@ -4,11 +4,11 @@ use bevy_rapier3d::prelude::*;
|
||||
use crate::{
|
||||
comps::core::markers::{
|
||||
camera::MainCamera,
|
||||
player::{Player, PlayerHand},
|
||||
player::{Player, PlayerHand, PlayerData},
|
||||
},
|
||||
constants::player_values::{
|
||||
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;
|
||||
@ -19,6 +19,7 @@ pub fn player_spawner(
|
||||
mut commands: Commands,
|
||||
player_sp_query: Query<(Entity, &SpawnPoint<Player>)>,
|
||||
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() {
|
||||
return;
|
||||
@ -52,7 +53,8 @@ pub fn player_spawner(
|
||||
|
||||
// Spawn player
|
||||
commands
|
||||
.spawn(Player)
|
||||
.spawn(Player(PlayerData::default()))
|
||||
// Physics
|
||||
.insert(RigidBody::Dynamic)
|
||||
.insert(GravityScale(PLAYER_GRAVITY_SCALE))
|
||||
.insert(Collider::capsule_y(PLAYER_HEIGHT, 2.0))
|
||||
@ -80,15 +82,19 @@ pub fn player_spawner(
|
||||
impulse: Vec3::ZERO,
|
||||
torque_impulse: Vec3::ZERO,
|
||||
})
|
||||
// Controller state
|
||||
.insert(PlayerLinearYState::Falling)
|
||||
.insert(PlayerLinearXZState::Stopped)
|
||||
// Engine stuff
|
||||
.insert(VisibilityBundle {
|
||||
visibility: Visibility::Visible,
|
||||
..Default::default()
|
||||
})
|
||||
// Data
|
||||
.insert(PlayerFiringInfo::default())
|
||||
.push_children(&[camera]);
|
||||
|
||||
|
||||
equipment_change_event_writer.send(EquipmentChangeEvent(player_spawn_point.what.0.equipment.clone()));
|
||||
commands.entity(player_spawn_point_entity).despawn();
|
||||
game_load_state.player_loaded = true;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user