All optics implementing a fn/trait that gives a specific gun offset to use the optic correctly
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@ -34,9 +34,9 @@ Multiplayer
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- [x] EventCollision system that takes into account more than one type of collider.
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- [x] Auto Low ready when gun collider hits object OR when player starts sprinting
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- [ ] (Not a priority) Collision with wall and attempting to Aim can look very twitchy, maybe add a cooldown of 0.1-0.4s on each change from low ready to high ready
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- [ ] Optics
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- [ ] All optics implementing a fn/trait that gives a specific gun offset to use the optic correctly
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- [ ] Find some way to implement a shader for the optics
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- [x] Optics
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- [x] All optics implementing a fn/trait that gives a specific gun offset to use the optic correctly
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- [ ] TODO: Find some way to implement a shader for the optics
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- [ ] Bobbing
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- [ ] Gun Bob on run
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- [ ] Gun Bob on walk
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@ -1,4 +1,4 @@
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use bevy::{reflect::{Reflect, std_traits::ReflectDefault}, ecs::{component::Component, reflect::ReflectComponent}};
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use bevy::{reflect::{Reflect, std_traits::ReflectDefault}, ecs::{component::Component, reflect::ReflectComponent}, math::Vec3};
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use super::attachment::Attachment;
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@ -10,6 +10,14 @@ pub enum Optic {
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AimpointT1,
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}
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impl Optic {
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pub fn aimed_in_gun_pos_offset(&self) -> Vec3 {
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match self {
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Optic::AimpointT1 => Vec3 { x: 0.0, y: -0.05, z: 0.0 },
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}
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}
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}
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impl Attachment for Optic {
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fn current_attachment_index(&self) -> u32 {
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match self {
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@ -21,3 +29,4 @@ impl Attachment for Optic {
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Vec::from([Self::AimpointT1])
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}
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}
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@ -37,19 +37,15 @@ impl FirearmState {
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}
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}
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}
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}
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/*
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Some(add) => {
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let add_by = if add { 1 } else { -1 };
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match attachment_slot.attachment {
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Some(attachment) => ,
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None => { // This means there was no attachment there. pass -1 to the from_index() fn. It will return the last one
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},
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pub fn get_optic_offset(&self) -> Vec3 {
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for attachment_slot in self.attachment_slots.iter() {
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if attachment_slot.slot_type == WeaponSlot::SightSlot {
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if let Some(WeaponAttachment::Optic(optic)) = &attachment_slot.attachment {
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return optic.aimed_in_gun_pos_offset()
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}
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},
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None => {
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attachment_slot.attachment = None;
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},
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*/
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}
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}
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Vec3::ZERO
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}
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}
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@ -196,8 +196,9 @@ pub fn capture_hand_usage(
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firearm_data.rebound_time_seconds
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}
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};
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if resources.mouse_buttons.pressed(MouseButton::Right)
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&& !resources.game_ui_state.any_window() && !player_linear_xz_state.is_sprinting() && !player_firing_info.gun_colliding_with_object
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if resources.mouse_buttons.pressed(MouseButton::Right) // Aiming in (RClick)
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&& !resources.game_ui_state.any_window() && !player_linear_xz_state.is_sprinting()
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&& !player_firing_info.gun_colliding_with_object
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{
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player_firing_info.gun_ready_pose = GunReadyPose::HighReady;
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let rotation_lerp_quat = in_hand_transform.rotation.lerp(
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@ -207,7 +208,7 @@ pub fn capture_hand_usage(
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.clamp(0.0, 1.0),
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);
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let position_lerp_vec3 = in_hand_transform.translation.lerp(
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firearm_data.final_aimed_position + resources.player_settings.pos_aimed_offset,
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firearm_data.final_aimed_position + resources.player_settings.pos_aimed_offset + firearm_state.get_optic_offset(),
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(resources.time.delta_seconds()
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/ lerp_time)
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.clamp(0.0, 1.0),
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@ -230,7 +231,7 @@ pub fn capture_hand_usage(
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}
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// SHOOTING & RECOIL
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if resources.mouse_buttons.pressed(MouseButton::Left)
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if resources.mouse_buttons.pressed(MouseButton::Left) // Shooting (LClick)
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&& !resources.game_ui_state.any_window() && player_firing_info.gun_ready_pose == GunReadyPose::HighReady
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{
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if let Some(magazine_data) = &mut firearm_state.magazine_data {
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