Fixed pickup and inv system
This commit is contained in:
parent
7569b40fd7
commit
beed11d945
|
@ -1,6 +1,14 @@
|
|||
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
|
||||
use bevy::prelude::*;
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct InPlayerHandsParent;
|
||||
pub struct InPlayerHandsParent;
|
||||
|
||||
#[allow(unused)]
|
||||
pub fn insert_components_into_player_hand(
|
||||
mut commands: Commands,
|
||||
|
||||
) {
|
||||
|
||||
}
|
|
@ -1,6 +1,46 @@
|
|||
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
|
||||
use bevy::prelude::*;
|
||||
use bevy_rapier3d::prelude::*;
|
||||
|
||||
use crate::{comps::core::markers::{proxy::physics::rapier::LinkToPlayer, camera::MainCamera}, logic::core::player::player_values_state::PlayerValuesState};
|
||||
|
||||
|
||||
#[derive(Component, Reflect, Default, Debug)]
|
||||
#[reflect(Component)]
|
||||
pub struct PlayerEye;
|
||||
pub struct PlayerEye;
|
||||
|
||||
pub fn insert_components_into_spawned_player(
|
||||
mut commands: Commands,
|
||||
eye_query: Query<Entity, Added<PlayerEye>>,
|
||||
player_collider_query: Query<Entity, (With<LinkToPlayer>, With<Collider>, Added<Collider>)>,
|
||||
player_values_state: Res<PlayerValuesState>,
|
||||
) {
|
||||
for eye in eye_query.iter() {
|
||||
// Spawn camera
|
||||
let camera = commands
|
||||
.spawn(MainCamera)
|
||||
.insert(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..Default::default()
|
||||
})
|
||||
//s.insert(Skybox(skybox_handle.clone()))
|
||||
.insert(VisibilityBundle {
|
||||
visibility: Visibility::Inherited,
|
||||
..Default::default()
|
||||
})
|
||||
//.push_children(&[player_hand])
|
||||
.id();
|
||||
commands.entity(eye).add_child(camera);
|
||||
}
|
||||
for entity in player_collider_query.iter() {
|
||||
commands.entity(entity)
|
||||
.insert(Restitution::coefficient(0.0))
|
||||
.insert(Friction {
|
||||
coefficient: 0.0,
|
||||
combine_rule: CoefficientCombineRule::Multiply,
|
||||
})
|
||||
.insert(ColliderMassProperties::Mass(
|
||||
player_values_state.player_initial_weight,
|
||||
))
|
||||
;
|
||||
}
|
||||
}
|
|
@ -2,7 +2,7 @@ use bevy::app::{Plugin, Update};
|
|||
|
||||
use crate::setup::load_state::update_game_load_state;
|
||||
|
||||
use super::{character::{player_hitbox::PlayerHitBox, player_character::PlayerCharacter, player_eye::PlayerEye, in_player_hands_parent::InPlayerHandsParent}, physics::{rapier::{AutoAABBCollider, physics_replace_proxies}, self}};
|
||||
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}};
|
||||
|
||||
|
||||
|
||||
|
@ -25,5 +25,7 @@ impl Plugin for ProxyComponentsPlugin {
|
|||
app.register_type::<physics::rapier::RigidBodyBlender>();
|
||||
app.register_type::<physics::rapier::LinkToPlayer>();
|
||||
app.add_systems(Update, (physics_replace_proxies, update_game_load_state));
|
||||
app.add_systems(Update, insert_components_into_spawned_player);
|
||||
app.add_systems(Update, insert_components_into_player_hand);
|
||||
}
|
||||
}
|
|
@ -4,10 +4,7 @@ use bevy_rapier3d::prelude::*;
|
|||
use crate::{
|
||||
comps::core::{
|
||||
inventory::player_inventory::PlayerInventory,
|
||||
markers::{
|
||||
camera::MainCamera,
|
||||
player::{Player, PlayerData}, proxy::{character::player_eye::PlayerEye, physics::rapier::{LinkToPlayer, self}},
|
||||
},
|
||||
markers::player::{Player, PlayerData},
|
||||
},
|
||||
logic::core::{
|
||||
guns::player_firing::PlayerFiringInfo,
|
||||
|
@ -52,7 +49,7 @@ pub fn player_spawner(
|
|||
//let plyer_transform = Transform::from_xyz(25.0, 0.0, 25.0).with_scale(Vec3 { x: 3.0, y: 3.0, z: 3.0 });
|
||||
let player_scene = commands.spawn(
|
||||
(
|
||||
SceneBundle {
|
||||
SceneBundle { //TODO: Iterate through assets with asset type
|
||||
scene: loaded_gltf_assets.get(assets.assets[2].asset.clone()).unwrap().scenes[0].clone(),
|
||||
transform: Transform::from_translation(Vec3::ZERO).with_scale(Vec3 { x: 3.0, y: 3.0, z: 3.0 }),
|
||||
visibility: Visibility::Inherited,
|
||||
|
@ -117,43 +114,4 @@ pub fn player_spawner(
|
|||
));
|
||||
commands.entity(player_spawn_point_entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Camera
|
||||
pub fn insert_components_into_spawned_player(
|
||||
mut commands: Commands,
|
||||
eye_query: Query<Entity, Added<PlayerEye>>,
|
||||
player_collider_query: Query<Entity, (With<LinkToPlayer>, With<Collider>, Added<Collider>)>,
|
||||
player_values_state: Res<PlayerValuesState>,
|
||||
) {
|
||||
for eye in eye_query.iter() {
|
||||
// Spawn camera
|
||||
let camera = commands
|
||||
.spawn(MainCamera)
|
||||
.insert(Camera3dBundle {
|
||||
transform: Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
|
||||
..Default::default()
|
||||
})
|
||||
//s.insert(Skybox(skybox_handle.clone()))
|
||||
.insert(VisibilityBundle {
|
||||
visibility: Visibility::Inherited,
|
||||
..Default::default()
|
||||
})
|
||||
//.push_children(&[player_hand])
|
||||
.id();
|
||||
commands.entity(eye).add_child(camera);
|
||||
}
|
||||
for entity in player_collider_query.iter() {
|
||||
commands.entity(entity)
|
||||
.insert(Restitution::coefficient(0.0))
|
||||
.insert(Friction {
|
||||
coefficient: 0.0,
|
||||
combine_rule: CoefficientCombineRule::Multiply,
|
||||
})
|
||||
.insert(ColliderMassProperties::Mass(
|
||||
player_values_state.player_initial_weight,
|
||||
))
|
||||
;
|
||||
}
|
||||
}
|
|
@ -2,7 +2,7 @@ use bevy::prelude::*;
|
|||
|
||||
use super::{
|
||||
item::{item_spawner, ItemSpawnPointPlugin},
|
||||
player::{player_spawner, insert_components_into_spawned_player},
|
||||
player::player_spawner,
|
||||
spawn_point::SpawnPointPlugin,
|
||||
};
|
||||
|
||||
|
@ -10,6 +10,6 @@ pub struct SpawnerPlugin;
|
|||
impl Plugin for SpawnerPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.add_plugins((SpawnPointPlugin, ItemSpawnPointPlugin));
|
||||
app.add_systems(Update, (player_spawner, item_spawner, insert_components_into_spawned_player.after(player_spawner)));
|
||||
app.add_systems(Update, (player_spawner, item_spawner));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,7 +10,7 @@ use crate::{
|
|||
firearm::{FirearmData, MagazineData},
|
||||
holdable::InPlayerHands,
|
||||
interactable::Interactable,
|
||||
player::Player, proxy::character::in_player_hands_parent::InPlayerHandsParent,
|
||||
player::Player, proxy::{character::in_player_hands_parent::InPlayerHandsParent, physics::rapier::LinkToPlayer},
|
||||
},
|
||||
},
|
||||
logic::core::guns::{player_firing::PlayerFiringInfo, shoot::shoot_bullet},
|
||||
|
@ -295,7 +295,8 @@ pub fn capture_hand_usage(
|
|||
/// Should raycast where the player is looking and scan for interactable
|
||||
pub fn interact_action(
|
||||
//mut commands: Commands,
|
||||
player_query: Query<(Entity, &Transform), (With<Player>, Without<MainCamera>)>,
|
||||
player_query: Query<Entity, (With<Player>, Without<MainCamera>)>,
|
||||
player_collider_query: Query<Entity, (With<LinkToPlayer>, With<Collider>, Without<MainCamera>)>,
|
||||
camera_query: Query<&GlobalTransform, (With<MainCamera>, Without<Player>)>,
|
||||
interactables_query: Query<(Entity, &Interactable)>,
|
||||
keyboard_input: Res<Input<KeyCode>>,
|
||||
|
@ -304,42 +305,44 @@ pub fn interact_action(
|
|||
mut pickup_item_event_writer: EventWriter<PickupItemEvent>,
|
||||
game_ui_state: Res<GameUiState>,
|
||||
) {
|
||||
for (player_entity, transform) in player_query.iter() {
|
||||
for player_entity in player_query.iter() {
|
||||
for global_transform in camera_query.iter() {
|
||||
let ray_pos = global_transform.translation();
|
||||
let ray_dir = transform.forward() * 2.0; // TODO: Move this into global Resource state
|
||||
let ray_dir = global_transform.forward() * 2.0; // TODO: Move this into global Resource state
|
||||
let max_toi = 4.0;
|
||||
let solid = true;
|
||||
|
||||
if let Some((entity, _toi)) = rapier_context.cast_ray(
|
||||
ray_pos,
|
||||
ray_dir,
|
||||
max_toi,
|
||||
solid,
|
||||
QueryFilter::default().exclude_collider(player_entity),
|
||||
) {
|
||||
for (interactable_entity, interactable) in interactables_query.iter() {
|
||||
if interactable_entity == entity {
|
||||
hud_state.interaction_clue_shown = true;
|
||||
hud_state.interaction_clue_text = interactable.to_string();
|
||||
if keyboard_input.just_pressed(KeyCode::F) && !game_ui_state.any_window() {
|
||||
// TODO: Move this key to Controls state global
|
||||
match interactable {
|
||||
Interactable::Holdable => todo!(),
|
||||
/*Interactable::Lootable(any_inventory) => {
|
||||
loot_container_event_writer
|
||||
.send(LootContainerEvent(any_inventory.clone()))
|
||||
}*/
|
||||
Interactable::Item(item) => {
|
||||
pickup_item_event_writer.send(PickupItemEvent {
|
||||
entity: interactable_entity,
|
||||
item: item.clone(),
|
||||
player: player_entity,
|
||||
});
|
||||
for player_collider_entity in player_collider_query.iter() {
|
||||
if let Some((entity, _)) = rapier_context.cast_ray(
|
||||
ray_pos,
|
||||
ray_dir,
|
||||
max_toi,
|
||||
solid,
|
||||
QueryFilter::default().exclude_collider(player_collider_entity),
|
||||
) {
|
||||
for (interactable_entity, interactable) in interactables_query.iter() {
|
||||
if interactable_entity == entity {
|
||||
hud_state.interaction_clue_shown = true;
|
||||
hud_state.interaction_clue_text = interactable.to_string();
|
||||
if keyboard_input.just_pressed(KeyCode::F) && !game_ui_state.any_window() {
|
||||
// TODO: Move this key to Controls state global
|
||||
match interactable {
|
||||
Interactable::Holdable => todo!(),
|
||||
/*Interactable::Lootable(any_inventory) => {
|
||||
loot_container_event_writer
|
||||
.send(LootContainerEvent(any_inventory.clone()))
|
||||
}*/
|
||||
Interactable::Item(item) => {
|
||||
pickup_item_event_writer.send(PickupItemEvent {
|
||||
entity: interactable_entity,
|
||||
item: item.clone(),
|
||||
player: player_entity,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,7 +18,9 @@ pub fn update_player_inventory_system(
|
|||
loaded_gltf_assets: Res<Assets<Gltf>>,
|
||||
) {
|
||||
for event in pickup_item_events.read() {
|
||||
println!("Pickup Item Event received");
|
||||
for (player_entity, mut player_inventory, player_transform) in player_query.iter_mut() {
|
||||
println!("Player found");
|
||||
if player_entity == event.player {
|
||||
// Get item type and where it should go
|
||||
commands
|
||||
|
@ -28,7 +30,8 @@ pub fn update_player_inventory_system(
|
|||
|
||||
player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &assets_gltf, &loaded_gltf_assets, event.item.get_item_slot());
|
||||
player_inventory.pickup_item(event.item.as_ref(), event.item.get_item_slot());
|
||||
inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(event.item.clone()), slot_type: event.item.get_item_slot() })
|
||||
inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(event.item.clone()), slot_type: event.item.get_item_slot() });
|
||||
println!("Inventory Changed Event sent");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue