Third person camera added
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a121c738b7
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@ -1,4 +1,5 @@
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pub mod player_character;
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pub mod player_hitbox;
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pub mod in_player_hands_parent;
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pub mod player_eye;
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pub mod player_eye;
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pub mod third_person_camera;
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@ -3,6 +3,8 @@ use bevy_rapier3d::prelude::*;
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use crate::{comps::core::markers::{proxy::physics::rapier::LinkToPlayer, camera::MainCamera}, logic::core::player::player_values_state::PlayerValuesState};
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use super::third_person_camera::{ThirdPersonCameraProxy, ThirdPersonCamera};
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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@ -11,6 +13,7 @@ pub struct PlayerEye;
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pub fn insert_components_into_spawned_player(
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mut commands: Commands,
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eye_query: Query<Entity, Added<PlayerEye>>,
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third_person_camera_query: Query<Entity, Added<ThirdPersonCameraProxy>>,
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player_collider_query: Query<Entity, (With<LinkToPlayer>, With<Collider>, Added<Collider>)>,
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player_values_state: Res<PlayerValuesState>,
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) {
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@ -31,6 +34,29 @@ pub fn insert_components_into_spawned_player(
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.id();
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commands.entity(eye).add_child(camera);
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}
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for third_person_camera in third_person_camera_query.iter() {
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let mut cam_bundle = Camera3dBundle {
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transform: Transform::from_translation(Vec3::ZERO),
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..Default::default()
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};
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cam_bundle.camera.is_active = false;
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cam_bundle.camera.order = 1;
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// Spawn camera
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let camera = commands
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.spawn(cam_bundle)
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//s.insert(Skybox(skybox_handle.clone()))
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.insert(VisibilityBundle {
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visibility: Visibility::Inherited,
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..Default::default()
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})
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.insert(ThirdPersonCamera)
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//.push_children(&[player_hand])
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.id();
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commands.entity(third_person_camera).add_child(camera);
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}
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for entity in player_collider_query.iter() {
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commands.entity(entity)
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.insert(Restitution::coefficient(0.0))
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@ -0,0 +1,10 @@
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use bevy::prelude::*;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct ThirdPersonCameraProxy;
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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pub struct ThirdPersonCamera;
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@ -2,7 +2,7 @@ use bevy::app::{Plugin, Update};
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use crate::setup::load_state::update_game_load_state;
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use super::{character::{player_hitbox::PlayerHitBox, player_character::PlayerCharacter, player_eye::{PlayerEye, insert_components_into_spawned_player}, in_player_hands_parent::{InPlayerHandsParent, insert_components_into_player_hand}}, physics::{rapier::{AutoAABBCollider, physics_replace_proxies}, self}};
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use super::{character::{player_hitbox::PlayerHitBox, player_character::PlayerCharacter, player_eye::{PlayerEye, insert_components_into_spawned_player}, in_player_hands_parent::{InPlayerHandsParent, insert_components_into_player_hand}, third_person_camera::ThirdPersonCameraProxy}, physics::{rapier::{AutoAABBCollider, physics_replace_proxies}, self}};
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@ -18,6 +18,7 @@ impl Plugin for ProxyComponentsPlugin {
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app.register_type::<PlayerCharacter>();
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app.register_type::<PlayerEye>();
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app.register_type::<InPlayerHandsParent>();
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app.register_type::<ThirdPersonCameraProxy>();
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// Physics
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app.register_type::<AutoAABBCollider>();
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49
src/logic/core/player/animate_player.rs
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49
src/logic/core/player/animate_player.rs
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@ -0,0 +1,49 @@
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use std::time::Duration;
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use bevy::prelude::*;
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use bevy_rapier3d::dynamics::Velocity;
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use crate::{setup::{animations::AllAnimations, assets::GltfAssets}, comps::core::markers::{player::Player, proxy::character::player_character::PlayerCharacter}, ui::game::game_ui_state::GameUiState};
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use super::player_movement::{PlayerLinearYState, PlayerLinearXZState};
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#[allow(unused)]
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pub fn animate_player(
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all_animations: Res<AllAnimations>,
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assets_gltf: Res<GltfAssets>,
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player_query: Query<
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(
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&Velocity,
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&PlayerLinearYState,
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&PlayerLinearXZState,
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),
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(
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With<Player>,
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Changed<PlayerLinearXZState>,
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Changed<PlayerLinearYState>
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)
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>,
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mut player_character_animation_player_query: Query<&mut AnimationPlayer, With<PlayerCharacter>>,
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time: Res<Time>,
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game_ui_state: Res<GameUiState>,
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) {
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for (player_velocity, player_linear_y_state, player_linear_xz_state) in player_query.iter() {
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for mut animation_player in player_character_animation_player_query.iter_mut() {
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if player_linear_xz_state.is_sprinting() {
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let clip_to_play = all_animations.character_animations.clone().expect("No Character animations in all_animations Resource").run_animation.clone_weak();
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if !animation_player.is_playing_clip(&clip_to_play) {
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animation_player.start_with_transition(clip_to_play, Duration::from_millis(100));
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animation_player.set_speed(1.8);
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animation_player.repeat();
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}
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} else {
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let clip_to_play = all_animations.character_animations.clone().expect("No Character animations in all_animations Resource").idle_animation.clone_weak();
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if !animation_player.is_playing_clip(&clip_to_play) {
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animation_player.play(clip_to_play);
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animation_player.set_speed(0.4);
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animation_player.repeat();
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}
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}
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}
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}
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}
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19
src/logic/core/player/camera_switching.rs
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19
src/logic/core/player/camera_switching.rs
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@ -0,0 +1,19 @@
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use bevy::prelude::*;
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use crate::comps::core::markers::{camera::MainCamera, proxy::character::third_person_camera::ThirdPersonCamera};
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pub fn switch_camera(
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// mut commands: Commands,
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mut main_camera_query: Query<&mut Camera, With<MainCamera>>,
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mut tpc_query: Query<&mut Camera, (With<ThirdPersonCamera>, Without<MainCamera>)>,
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keyboard_input: Res<Input<KeyCode>>,
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) {
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if keyboard_input.just_pressed(KeyCode::Key0) {
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for mut main_cam in main_camera_query.iter_mut() {
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main_cam.is_active = !main_cam.is_active;
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}
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for mut tpc in tpc_query.iter_mut() {
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tpc.is_active = !tpc.is_active;
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}
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}
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}
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@ -15,9 +15,8 @@ use crate::{
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},
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logic::core::guns::{player_firing::PlayerFiringInfo, shoot::shoot_bullet},
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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, assets::GltfAssets,
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load_state::GameLoadState, assets::GltfAssets, animations::AllAnimations,
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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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@ -32,7 +31,7 @@ pub struct CaptureHandUsageResourcesParams<'w> {
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meshes: ResMut<'w, Assets<Mesh>>,
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materials: ResMut<'w, Assets<StandardMaterial>>,
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animation_clips: Res<'w, Assets<AnimationClip>>,
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all_firearm_animations: Res<'w, AllFirearmAnimations>,
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all_animations: Res<'w, AllAnimations>,
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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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@ -136,8 +135,8 @@ pub fn capture_hand_usage(
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&children,
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) {
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if let Some(firearm_animations) = resources
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.all_firearm_animations
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.animations
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.all_animations
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.firearm_animations
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.iter()
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.find(|animation| &animation.firearm == &player_firearm)
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{
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@ -170,8 +169,8 @@ pub fn capture_hand_usage(
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&children,
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) {
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if let Some(firearm_animations) = resources
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.all_firearm_animations
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.animations
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.all_animations
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.firearm_animations
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.iter()
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.find(|animation| &animation.firearm == &player_firearm)
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{
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@ -5,3 +5,5 @@ pub mod inventory;
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pub mod player_movement;
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pub mod player_values_state;
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pub mod player_vertical_sync;
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pub mod animate_player;
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pub mod camera_switching;
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@ -94,6 +94,12 @@ pub struct PlayerMovementInput {
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pub sprint: bool,
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}
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/*
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if let Some(animations) = &resources.all_animations.character_animations {
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animation_player.start(animations.run_animation.clone_weak());
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}
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*/
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/// Applies game logic to determine how player should move.
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pub fn move_player(
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player_movement_input: PlayerMovementInput,
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@ -31,7 +31,7 @@ fn setup_plugins(application: &mut App) {
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.add_plugins(DefaultPlugins.set(AssetPlugin::default()))
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//.add_plugins(DefaultInspectorConfigPlugin)
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.add_plugins(RapierPhysicsPlugin::<NoUserData>::default())
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.add_plugins(RapierDebugRenderPlugin::default())
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//.add_plugins(RapierDebugRenderPlugin::default())
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.add_plugins(ComponentsFromGltfPlugin)
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//.add_plugins(bevy_egui::EguiPlugin)
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//.add_plugins(WorldInspectorPlugin::new())
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@ -14,11 +14,11 @@ use crate::{
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},
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hands::{capture_hand_usage, interact_action},
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player_values_state::PlayerValuesState,
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player_vertical_sync::sync_player_y_state,
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player_vertical_sync::sync_player_y_state, animate_player::animate_player, camera_switching::switch_camera,
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},
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},
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setup::{
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animations::{load_animations, AllFirearmAnimations},
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animations::{load_animations, AllAnimations},
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assets::load_all_assets,
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equipment::{change_equipment, EquipmentChangeEvent},
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load_state::GameLoadState,
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@ -33,7 +33,7 @@ use super::{
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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(MouseMovementSettings::default());
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application.insert_resource(AllFirearmAnimations::default());
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application.insert_resource(AllAnimations::default());
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application.insert_resource(PlayerValuesState::default());
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application.add_plugins(SpawnerPlugin);
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@ -55,9 +55,12 @@ pub fn load_scene(application: &mut App) {
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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, interact_action);
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application.add_systems(Update, switch_camera);
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application.add_systems(Update, change_equipment.before(player_spawner));
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application.add_systems(Update, (despawn_muzzle_flashes, despawn_stray_bullets));
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application.add_systems(Update, animate_player);
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//application.add_systems(Update, register_bullet_hits);
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application.add_event::<EquipmentChangeEvent>();
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@ -8,7 +8,7 @@ use bevy::{
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},
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};
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use crate::comps::core::markers::camera::MainCamera;
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use crate::comps::core::markers::{camera::MainCamera, proxy::character::third_person_camera::ThirdPersonCamera};
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pub const CUBEMAPS: &[(&str, CompressedImageFormats)] =
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&[("skybox/skybox.png", CompressedImageFormats::NONE)];
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@ -25,7 +25,7 @@ pub fn set_skybox_if_loaded(
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mut commands: Commands,
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mut images: ResMut<Assets<Image>>,
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mut cubemap: ResMut<Cubemap>,
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mut camera_query: Query<Entity, With<MainCamera>>,
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mut camera_query: Query<Entity, Or<(With<MainCamera>, With<ThirdPersonCamera>)>>,
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) {
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if !cubemap.is_loaded
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&& asset_server.get_load_state(&cubemap.image_handle) == Some(LoadState::Loaded)
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@ -4,18 +4,26 @@ 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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#[derive(Resource, Default, Reflect, Clone)]
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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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pub struct AllAnimations {
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pub firearm_animations: Vec<FirearmAnimations>,
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pub character_animations: Option<CharacterAnimations>,
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}
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#[derive(Reflect)]
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#[derive(Reflect, Clone)]
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pub struct FirearmAnimations {
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pub firearm: Firearm,
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pub reload_magazine: Handle<AnimationClip>,
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}
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#[derive(Reflect, Default, Clone)]
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pub struct CharacterAnimations {
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pub run_animation: Handle<AnimationClip>,
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pub idle_animation: Handle<AnimationClip>,
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pub initial_pose: Handle<AnimationClip>,
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}
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/// System to load animations once the Gltf file is loaded.
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pub fn load_animations(
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mut commands: Commands,
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@ -30,21 +38,33 @@ pub fn load_animations(
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if assets_gltf.assets.len() != loaded_gltf_assets.len() {
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return;
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}
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let mut all_firearm_animations = AllFirearmAnimations {
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animations: Vec::new(),
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};
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let mut firearm_animations = Vec::new();
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let mut character_animations = None;
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for gltf_asset in assets_gltf.assets.iter() {
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if gltf_asset.asset_type.is_firearm() {
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if let Some(loaded_gltf) = loaded_gltf_assets.get(&gltf_asset.asset) {
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// Needs to have all firearm animations
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let reload_animation = &loaded_gltf.animations[0];
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all_firearm_animations.animations.push(FirearmAnimations {
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firearm_animations.push(FirearmAnimations {
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firearm: gltf_asset.asset_type.get_firearm().clone(),
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reload_magazine: reload_animation.clone(),
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})
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});
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}
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}
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if gltf_asset.asset_type.is_character() {
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if let Some(loaded_gltf) = loaded_gltf_assets.get(&gltf_asset.asset) {
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// Needs to have all player_animations
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let initial_pose = &loaded_gltf.animations[0];
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let player_idle = &loaded_gltf.animations[1];
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let player_run = &loaded_gltf.animations[2];
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character_animations = Some(CharacterAnimations { run_animation: player_run.clone(), idle_animation: player_idle.clone(), initial_pose: initial_pose.clone() });
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}
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}
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}
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commands.insert_resource(all_firearm_animations);
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let all_animations = AllAnimations {
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firearm_animations: Vec::new(),
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character_animations
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};
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commands.insert_resource(all_animations);
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game_load_state.animations_loaded = true;
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}
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@ -65,4 +65,10 @@ impl GltfAssetType {
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_ => panic!("Called get_firearm on Non-Firearm GltfAssetType"),
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}
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}
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pub fn is_character(&self) -> bool {
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match self {
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GltfAssetType::Character => true,
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_ => false,
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}
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}
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}
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@ -21,7 +21,7 @@ use crate::{
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},
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scenes::scene1::skybox::Cubemap,
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setup::{
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animations::{AllFirearmAnimations, FirearmAnimations},
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animations::{FirearmAnimations, AllAnimations},
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assets::{GltfAssetType, GltfAssets},
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equipment::Equipment,
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load_state::GameLoadState,
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@ -55,7 +55,7 @@ impl Plugin for MainEditorUiPlugin {
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.register_type::<PlayerLinearXZState>()
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.register_type::<PlayerMovementInput>()
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.register_type::<Cubemap>()
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.register_type::<AllFirearmAnimations>()
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.register_type::<AllAnimations>()
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.register_type::<FirearmAnimations>()
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.register_type::<GltfAssetType>()
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.register_type::<GltfAssets>()
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