Fixed pickup and inv system
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parent
7569b40fd7
commit
beed11d945
@ -1,6 +1,14 @@
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use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
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use bevy::prelude::*;
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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct InPlayerHandsParent;
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pub struct InPlayerHandsParent;
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#[allow(unused)]
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pub fn insert_components_into_player_hand(
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mut commands: Commands,
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) {
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}
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@ -1,6 +1,46 @@
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use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
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use bevy::prelude::*;
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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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#[derive(Component, Reflect, Default, Debug)]
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#[derive(Component, Reflect, Default, Debug)]
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct PlayerEye;
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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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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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for eye in eye_query.iter() {
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// Spawn camera
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let camera = commands
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.spawn(MainCamera)
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.insert(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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})
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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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//.push_children(&[player_hand])
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.id();
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commands.entity(eye).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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.insert(Friction {
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coefficient: 0.0,
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combine_rule: CoefficientCombineRule::Multiply,
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})
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.insert(ColliderMassProperties::Mass(
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player_values_state.player_initial_weight,
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))
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;
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}
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}
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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 crate::setup::load_state::update_game_load_state;
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use super::{character::{player_hitbox::PlayerHitBox, player_character::PlayerCharacter, player_eye::PlayerEye, in_player_hands_parent::InPlayerHandsParent}, 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}}, physics::{rapier::{AutoAABBCollider, physics_replace_proxies}, self}};
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@ -25,5 +25,7 @@ impl Plugin for ProxyComponentsPlugin {
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app.register_type::<physics::rapier::RigidBodyBlender>();
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app.register_type::<physics::rapier::RigidBodyBlender>();
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app.register_type::<physics::rapier::LinkToPlayer>();
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app.register_type::<physics::rapier::LinkToPlayer>();
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app.add_systems(Update, (physics_replace_proxies, update_game_load_state));
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app.add_systems(Update, (physics_replace_proxies, update_game_load_state));
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app.add_systems(Update, insert_components_into_spawned_player);
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app.add_systems(Update, insert_components_into_player_hand);
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}
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}
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}
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}
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@ -4,10 +4,7 @@ use bevy_rapier3d::prelude::*;
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use crate::{
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use crate::{
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comps::core::{
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comps::core::{
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inventory::player_inventory::PlayerInventory,
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inventory::player_inventory::PlayerInventory,
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markers::{
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markers::player::{Player, PlayerData},
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camera::MainCamera,
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player::{Player, PlayerData}, proxy::{character::player_eye::PlayerEye, physics::rapier::{LinkToPlayer, self}},
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},
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},
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},
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logic::core::{
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logic::core::{
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guns::player_firing::PlayerFiringInfo,
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guns::player_firing::PlayerFiringInfo,
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@ -52,7 +49,7 @@ pub fn player_spawner(
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//let plyer_transform = Transform::from_xyz(25.0, 0.0, 25.0).with_scale(Vec3 { x: 3.0, y: 3.0, z: 3.0 });
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//let plyer_transform = Transform::from_xyz(25.0, 0.0, 25.0).with_scale(Vec3 { x: 3.0, y: 3.0, z: 3.0 });
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let player_scene = commands.spawn(
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let player_scene = commands.spawn(
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(
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(
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SceneBundle {
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SceneBundle { //TODO: Iterate through assets with asset type
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scene: loaded_gltf_assets.get(assets.assets[2].asset.clone()).unwrap().scenes[0].clone(),
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scene: loaded_gltf_assets.get(assets.assets[2].asset.clone()).unwrap().scenes[0].clone(),
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transform: Transform::from_translation(Vec3::ZERO).with_scale(Vec3 { x: 3.0, y: 3.0, z: 3.0 }),
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transform: Transform::from_translation(Vec3::ZERO).with_scale(Vec3 { x: 3.0, y: 3.0, z: 3.0 }),
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visibility: Visibility::Inherited,
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visibility: Visibility::Inherited,
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@ -118,42 +115,3 @@ pub fn player_spawner(
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commands.entity(player_spawn_point_entity).despawn();
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commands.entity(player_spawn_point_entity).despawn();
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}
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}
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}
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}
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// Camera
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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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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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for eye in eye_query.iter() {
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// Spawn camera
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let camera = commands
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.spawn(MainCamera)
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.insert(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
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..Default::default()
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})
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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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//.push_children(&[player_hand])
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.id();
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commands.entity(eye).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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.insert(Friction {
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coefficient: 0.0,
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combine_rule: CoefficientCombineRule::Multiply,
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})
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.insert(ColliderMassProperties::Mass(
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player_values_state.player_initial_weight,
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))
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;
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}
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}
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@ -2,7 +2,7 @@ use bevy::prelude::*;
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use super::{
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use super::{
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item::{item_spawner, ItemSpawnPointPlugin},
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item::{item_spawner, ItemSpawnPointPlugin},
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player::{player_spawner, insert_components_into_spawned_player},
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player::player_spawner,
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spawn_point::SpawnPointPlugin,
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spawn_point::SpawnPointPlugin,
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};
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};
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@ -10,6 +10,6 @@ pub struct SpawnerPlugin;
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impl Plugin for SpawnerPlugin {
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impl Plugin for SpawnerPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.add_plugins((SpawnPointPlugin, ItemSpawnPointPlugin));
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app.add_plugins((SpawnPointPlugin, ItemSpawnPointPlugin));
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app.add_systems(Update, (player_spawner, item_spawner, insert_components_into_spawned_player.after(player_spawner)));
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app.add_systems(Update, (player_spawner, item_spawner));
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}
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}
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}
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}
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@ -10,7 +10,7 @@ use crate::{
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firearm::{FirearmData, MagazineData},
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firearm::{FirearmData, MagazineData},
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holdable::InPlayerHands,
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holdable::InPlayerHands,
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interactable::Interactable,
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interactable::Interactable,
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player::Player, proxy::character::in_player_hands_parent::InPlayerHandsParent,
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player::Player, proxy::{character::in_player_hands_parent::InPlayerHandsParent, physics::rapier::LinkToPlayer},
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},
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},
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},
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},
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logic::core::guns::{player_firing::PlayerFiringInfo, shoot::shoot_bullet},
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logic::core::guns::{player_firing::PlayerFiringInfo, shoot::shoot_bullet},
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@ -295,7 +295,8 @@ pub fn capture_hand_usage(
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/// Should raycast where the player is looking and scan for interactable
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/// Should raycast where the player is looking and scan for interactable
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pub fn interact_action(
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pub fn interact_action(
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//mut commands: Commands,
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//mut commands: Commands,
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player_query: Query<(Entity, &Transform), (With<Player>, Without<MainCamera>)>,
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player_query: Query<Entity, (With<Player>, Without<MainCamera>)>,
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player_collider_query: Query<Entity, (With<LinkToPlayer>, With<Collider>, Without<MainCamera>)>,
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camera_query: Query<&GlobalTransform, (With<MainCamera>, Without<Player>)>,
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camera_query: Query<&GlobalTransform, (With<MainCamera>, Without<Player>)>,
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interactables_query: Query<(Entity, &Interactable)>,
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interactables_query: Query<(Entity, &Interactable)>,
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keyboard_input: Res<Input<KeyCode>>,
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keyboard_input: Res<Input<KeyCode>>,
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@ -304,19 +305,20 @@ pub fn interact_action(
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mut pickup_item_event_writer: EventWriter<PickupItemEvent>,
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mut pickup_item_event_writer: EventWriter<PickupItemEvent>,
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game_ui_state: Res<GameUiState>,
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game_ui_state: Res<GameUiState>,
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) {
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) {
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for (player_entity, transform) in player_query.iter() {
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for player_entity in player_query.iter() {
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for global_transform in camera_query.iter() {
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for global_transform in camera_query.iter() {
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let ray_pos = global_transform.translation();
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let ray_pos = global_transform.translation();
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let ray_dir = transform.forward() * 2.0; // TODO: Move this into global Resource state
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let ray_dir = global_transform.forward() * 2.0; // TODO: Move this into global Resource state
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let max_toi = 4.0;
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let max_toi = 4.0;
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let solid = true;
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let solid = true;
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if let Some((entity, _toi)) = rapier_context.cast_ray(
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for player_collider_entity in player_collider_query.iter() {
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if let Some((entity, _)) = rapier_context.cast_ray(
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ray_pos,
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ray_pos,
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ray_dir,
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ray_dir,
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max_toi,
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max_toi,
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solid,
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solid,
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QueryFilter::default().exclude_collider(player_entity),
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QueryFilter::default().exclude_collider(player_collider_entity),
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) {
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) {
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for (interactable_entity, interactable) in interactables_query.iter() {
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for (interactable_entity, interactable) in interactables_query.iter() {
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if interactable_entity == entity {
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if interactable_entity == entity {
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@ -345,5 +347,6 @@ pub fn interact_action(
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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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hud_state.interaction_clue_shown = false;
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hud_state.interaction_clue_shown = false;
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}
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}
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@ -18,7 +18,9 @@ pub fn update_player_inventory_system(
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loaded_gltf_assets: Res<Assets<Gltf>>,
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loaded_gltf_assets: Res<Assets<Gltf>>,
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) {
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) {
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for event in pickup_item_events.read() {
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for event in pickup_item_events.read() {
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println!("Pickup Item Event received");
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for (player_entity, mut player_inventory, player_transform) in player_query.iter_mut() {
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for (player_entity, mut player_inventory, player_transform) in player_query.iter_mut() {
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println!("Player found");
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if player_entity == event.player {
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if player_entity == event.player {
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// Get item type and where it should go
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// Get item type and where it should go
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commands
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commands
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@ -28,7 +30,8 @@ pub fn update_player_inventory_system(
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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());
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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());
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player_inventory.pickup_item(event.item.as_ref(), event.item.get_item_slot());
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player_inventory.pickup_item(event.item.as_ref(), event.item.get_item_slot());
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(event.item.clone()), slot_type: event.item.get_item_slot() })
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(event.item.clone()), slot_type: event.item.get_item_slot() });
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println!("Inventory Changed Event sent");
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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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