Speed and weapon bobbing change on sprint, crouch and aim
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@ -27,6 +27,7 @@ pub struct PlayerFiringInfo {
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/// This is specifically for situations where the player is holding a gun that is stuck against a wall, and should not be false
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/// until the gun stops colliding with the wall.
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pub gun_colliding_with_object: bool,
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pub is_aiming: bool,
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}
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impl Default for PlayerFiringInfo {
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@ -40,6 +41,7 @@ impl Default for PlayerFiringInfo {
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gun_ready_pose: GunReadyPose::LowReady,
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is_inspecting: false,
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gun_colliding_with_object: false,
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is_aiming: false,
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}
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}
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}
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@ -1,7 +1,7 @@
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use bevy::prelude::*;
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use bevy_rapier3d::dynamics::Velocity;
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use crate::comps::core::markers::{player::Player, holdable::InPlayerHands, firearm_scene::FirearmScene};
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use crate::{comps::core::markers::{player::Player, holdable::InPlayerHands, firearm_scene::FirearmScene}, logic::core::guns::player_firing::PlayerFiringInfo};
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use super::{player_movement::{PlayerLinearYState, PlayerMovementInput, PlayerLinearXZState}, camera_player_sync::HandSwaying};
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@ -20,7 +20,7 @@ const BOBBING_LIMIT: Vec3 = Vec3 { x: 0.01, y: 0.01, z: 0.01 };
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const BOBBING_ROT_MULTIPLIER: Vec3 = Vec3 { x: 2.0, y: 2.0, z: 2.0};
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pub fn hand_bobbing_on_player_movement(
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player_query: Query<(&Velocity, &PlayerLinearYState, &PlayerLinearXZState, &PlayerMovementInput), With<Player>>,
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player_query: Query<(&Velocity, &PlayerLinearYState, &PlayerLinearXZState, &PlayerMovementInput, &PlayerFiringInfo), With<Player>>,
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in_player_hands_query: Query<(Entity, &HandSwaying), With<InPlayerHands>>,
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mut firearm_scene_query: Query<(&Parent, &mut Transform, &mut HandBobbing), (With<Handle<Scene>>, With<FirearmScene>)>,
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@ -29,8 +29,19 @@ pub fn hand_bobbing_on_player_movement(
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for (in_player_hands, hand_swaying) in in_player_hands_query.iter() {
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for (firearm_scene_parent, mut firearm_scene_transform, mut hand_bobbing) in firearm_scene_query.iter_mut() {
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if in_player_hands == firearm_scene_parent.get() {
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for (player_velocity, player_linear_y_state, player_linear_xz_state, player_movement_input) in player_query.iter() {
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for (player_velocity, player_linear_y_state, player_linear_xz_state, player_movement_input, player_firing_info) in player_query.iter() {
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let bobbing_limit = BOBBING_LIMIT *
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if player_linear_xz_state.is_sprinting() { 2.0 } else { 1.0 } *
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if player_linear_xz_state.is_crouched() { 0.9 } else { 1.0 } *
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if player_firing_info.is_aiming { 0.6 } else { 1.0 };
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let travel_limit = TRAVEL_LIMIT *
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if player_linear_xz_state.is_sprinting() { 1.0 } else { 1.0 } *
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if player_linear_xz_state.is_crouched() { 0.9 } else { 1.0 } *
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if player_firing_info.is_aiming { 0.6 } else { 1.0 };
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let bobbing_rot_multiplier = BOBBING_ROT_MULTIPLIER *
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if player_linear_xz_state.is_sprinting() { 2.0 } else { 1.0 } *
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if player_linear_xz_state.is_crouched() { 0.9 } else { 1.0 } *
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if player_firing_info.is_aiming { 0.6 } else { 1.0 };
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// Speed curve
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hand_bobbing.speed_curve += time.delta_seconds() *
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if player_linear_y_state.is_grounded(&0.25) {
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@ -38,28 +49,28 @@ pub fn hand_bobbing_on_player_movement(
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} else { 1.0 };
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// Bobbing translation
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hand_bobbing.bob_position.x = (hand_bobbing.speed_curve.cos() * BOBBING_LIMIT.x * (
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hand_bobbing.bob_position.x = (hand_bobbing.speed_curve.cos() * bobbing_limit.x * (
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if player_linear_y_state.is_grounded(&0.25) { 1.0 } else { 0.0 }
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)) - (player_movement_input.get_horizontal_value_normalized() * TRAVEL_LIMIT.x);
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)) - (player_movement_input.get_horizontal_value_normalized() * travel_limit.x);
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hand_bobbing.bob_position.y = (hand_bobbing.speed_curve.sin() * BOBBING_LIMIT.y) - (player_velocity.linvel.y * TRAVEL_LIMIT.y);
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hand_bobbing.bob_position.y = (hand_bobbing.speed_curve.sin() * bobbing_limit.y) - (player_velocity.linvel.y * travel_limit.y);
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hand_bobbing.bob_position.z = player_movement_input.get_vertical_value_normalized() * TRAVEL_LIMIT.z * -1.0;
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hand_bobbing.bob_position.z = player_movement_input.get_vertical_value_normalized() * travel_limit.z * -1.0;
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// Bobbing rotation
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let input = player_movement_input.get_input();
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hand_bobbing.bob_euler_rotation.x = if input == Vec2::ZERO {
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BOBBING_ROT_MULTIPLIER.x * ((hand_bobbing.speed_curve * 2.0).sin() / 2.0)
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bobbing_rot_multiplier.x * ((hand_bobbing.speed_curve * 2.0).sin() / 2.0)
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} else {
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BOBBING_ROT_MULTIPLIER.x * (hand_bobbing.speed_curve * 2.0).sin()
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bobbing_rot_multiplier.x * (hand_bobbing.speed_curve * 2.0).sin()
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};
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hand_bobbing.bob_euler_rotation.y = if input == Vec2::ZERO { 0.0 } else {
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BOBBING_ROT_MULTIPLIER.y * hand_bobbing.speed_curve.cos()
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bobbing_rot_multiplier.y * hand_bobbing.speed_curve.cos()
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};
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hand_bobbing.bob_euler_rotation.z = if input == Vec2::ZERO { 0.0 } else {
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BOBBING_ROT_MULTIPLIER.z * hand_bobbing.speed_curve.cos() * input.x
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bobbing_rot_multiplier.z * hand_bobbing.speed_curve.cos() * input.x
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};
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// Applying bobbing + sway to actual transform
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@ -203,6 +203,7 @@ pub fn capture_hand_usage(
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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.is_aiming = true;
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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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firearm_data.final_aimed_rotation + resources.player_settings.rot_aimed_offset,
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@ -229,6 +230,7 @@ pub fn capture_hand_usage(
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}
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}
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} else {
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player_firing_info.is_aiming = false;
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in_hand_transform.rotation = in_hand_transform.rotation.lerp(
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firearm_data.rotation_offset + resources.player_settings.rot_offset,
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(resources.time.delta_seconds()
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@ -151,6 +151,11 @@ pub fn move_player(
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} else {
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1.0
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};
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let aimed_in_multiplier = if player_firing_info.is_aiming {
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0.6
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} else {
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1.0
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};
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let local_z = player_transform.local_z();
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let forward = -Vec3::new(local_z.x, 0.0, local_z.z);
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let right = Vec3::new(local_z.z, 0.0, -local_z.x);
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@ -167,7 +172,7 @@ pub fn move_player(
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forward,
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player_velocity.linvel,
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time.delta_seconds(),
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sprint_multiplier * crouch_multiplier,
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sprint_multiplier * crouch_multiplier * aimed_in_multiplier,
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player_values_state.player_acceleration,
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);
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}
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@ -182,7 +187,7 @@ pub fn move_player(
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-forward,
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player_velocity.linvel,
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time.delta_seconds(),
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crouch_multiplier,
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crouch_multiplier * aimed_in_multiplier,
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player_values_state.player_acceleration,
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);
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}
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@ -202,7 +207,7 @@ pub fn move_player(
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* crouch_multiplier
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} else {
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player_values_state.player_lateral_acceleration_multiplier
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* crouch_multiplier
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* crouch_multiplier * aimed_in_multiplier
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},
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player_values_state.player_acceleration,
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);
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@ -223,7 +228,7 @@ pub fn move_player(
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* crouch_multiplier
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} else {
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player_values_state.player_lateral_acceleration_multiplier
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* crouch_multiplier
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* crouch_multiplier * aimed_in_multiplier
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},
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player_values_state.player_acceleration,
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);
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@ -250,9 +255,10 @@ pub fn move_player(
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player_velocity.linvel.x = player_values_state.max_linear_player_velocity
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* crouch_multiplier
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* sprint_multiplier
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* aimed_in_multiplier
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} else {
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player_velocity.linvel.x =
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player_values_state.max_linear_player_velocity * -1.0 * crouch_multiplier
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player_values_state.max_linear_player_velocity * -1.0 * crouch_multiplier * aimed_in_multiplier
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}
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}
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if player_velocity.linvel.z.abs()
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@ -261,10 +267,10 @@ pub fn move_player(
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let positive = player_velocity.linvel.z.is_sign_positive();
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if positive {
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player_velocity.linvel.z =
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player_values_state.max_linear_player_velocity * crouch_multiplier * sprint_multiplier
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player_values_state.max_linear_player_velocity * crouch_multiplier * sprint_multiplier * aimed_in_multiplier
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} else {
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player_velocity.linvel.z =
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player_values_state.max_linear_player_velocity * -1.0 * crouch_multiplier * sprint_multiplier
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player_values_state.max_linear_player_velocity * -1.0 * crouch_multiplier * sprint_multiplier * aimed_in_multiplier
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}
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}
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if player_velocity.linvel.x > -1.0
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