Compiles. All weapons, and attachments setup correctly

This commit is contained in:
Franklin 2023-11-19 18:05:13 -04:00
parent 1b83befaad
commit d262378352
61 changed files with 493 additions and 154 deletions

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@ -24,5 +24,16 @@ Limit mods to attachments, for now, I don't want to change barrel lengths or for
Only do silencers/compensators, sights, Foregrips.
### Blender:
Use a single file for attachments and a single file for weapons, then export them one by one as a new gltf asset
- Mark every weapon parent with a FirearmEnum custom property
- Mark Firing point
- Mark Firing point without attachments (FiringPoint)
- Mark Sight placement start and end
- Mark Attachment slots (CompensatorSlot, ForeGripSlot, MagazineSlot, StockSlot, SightPlacementStart, SightPlacementEnd, UtilitySlot)
- Attempt to center all the slots
- Mark Gun part slots (ChargingHandle, Trigger)
- Set all attachments origin to where they will be placed on the gun
- Mark them with the specific WeaponAttachment variant
- Set all attachments transform to 0 and the same scale as the gun

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@ -1,6 +1,6 @@
use bevy::{prelude::*, gltf::Gltf};
use crate::{comps::core::{items::item::Item, events::inventory_changed::PlayerInventoryChangedEvent, markers::firearm::FirearmType}, setup::assets::GltfAssets};
use crate::{comps::core::{items::item::Item, events::inventory_changed::PlayerInventoryChangedEvent, weapons::firearm_data::FirearmType}, setup::assets::GltfAssets};
use super::{item_inventory::ItemInventory, slot::PlayerInventorySlotType};

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@ -0,0 +1,48 @@
use bevy::prelude::*;
use crate::comps::core::{
grid::UGrid,
items::item::{Item, ItemType},
markers::holdable::HoldableObjectType, inventory::slot::PlayerInventorySlotType, weapons::firearm::Firearm,
};
#[derive(Component, Reflect)]
pub struct Ak105GunItem;
impl Item for Ak105GunItem {
fn get_type(&self) -> ItemType {
ItemType::Holdable(HoldableObjectType::Firearm(Firearm::Glock17))
}
fn asset_path(&self) -> &str {
"weapons/ak105_rifle.glb"
}
#[doc = " Optional Stackable. If value is Some(x) x is the max quantity per stack"]
fn stackable(&self) -> Option<u32> {
None
}
fn inventory_size(&self) -> UGrid {
UGrid {
width: 4,
height: 2,
}
}
fn inventory_rotatable(&self) -> bool {
true
}
fn inventory_title(&self) -> String {
String::from("AK105")
}
fn inventory_description(&self) -> String {
String::from("Rifle chambered in 5.45x39mm.")
}
fn get_item_slot(&self) -> PlayerInventorySlotType {
PlayerInventorySlotType::Primary
}
}

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@ -1,12 +1,9 @@
use bevy::prelude::*;
use crate::{
comps::core::{
use crate::comps::core::{
grid::UGrid,
items::item::{Item, ItemType},
markers::holdable::HoldableObjectType, inventory::slot::PlayerInventorySlotType,
},
logic::core::guns::firearm::Firearm,
markers::holdable::HoldableObjectType, inventory::slot::PlayerInventorySlotType, weapons::firearm::Firearm,
};
#[derive(Component, Reflect)]

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@ -1,12 +1,9 @@
use bevy::prelude::*;
/*use bevy::prelude::*;
use crate::{
comps::core::{
use crate::comps::core::{
grid::UGrid,
items::item::{Item, ItemType},
markers::holdable::HoldableObjectType, inventory::slot::PlayerInventorySlotType,
},
logic::core::guns::firearm::Firearm,
markers::holdable::HoldableObjectType, inventory::slot::PlayerInventorySlotType, weapons::firearm::Firearm,
};
#[derive(Component, Reflect)]
@ -48,3 +45,4 @@ impl Item for M4a1GunItem {
PlayerInventorySlotType::Primary
}
}
*/

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@ -1,2 +1,3 @@
pub mod glock17;
pub mod m4a1;
pub mod ak105;

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@ -1,9 +1,8 @@
use crate::{
comps::core::{
grid::UGrid,
markers::{firearm::FirearmData, holdable::HoldableObjectType, interactable::Interactable}, inventory::slot::PlayerInventorySlotType,
markers::{holdable::HoldableObjectType, interactable::Interactable}, inventory::slot::PlayerInventorySlotType, weapons::{firearm_data::FirearmData, firearm::Firearm},
},
logic::core::guns::firearm::Firearm,
setup::assets::{GltfAssetType, GltfAssets},
utils,
};

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@ -4,7 +4,7 @@ use bevy::{
time::Timer,
};
use crate::logic::core::guns::caliber::Caliber;
use crate::comps::core::weapons::caliber::Caliber;
#[derive(Component, Reflect)]
pub struct BulletMarker {

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@ -1,60 +0,0 @@
use bevy::{
prelude::{Component, Quat, Vec3},
reflect::Reflect,
};
use crate::logic::core::guns::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
#[derive(Default, Debug, Clone, Reflect)]
pub struct FiringPoint {
pub forward: f32,
pub up: f32,
pub right: f32,
}
#[derive(Reflect, Clone)]
pub enum FirearmType {
Primary,
Secondary,
}
#[derive(Component, Clone, Reflect)]
pub struct FirearmData {
/// Where the bullets will come out of, and muzzle flash will be spawned out of.
/// Also, this transform's .forward() should be pointing the same Vec3 as the barrel is
/// Global transform
pub firing_point: FiringPoint,
pub caliber: Caliber,
/// Placeholder until mags get implemented
pub max_capacity: usize,
/// Rounds per minute
pub fire_rate: f32,
/// Amount of seconds it takes for gun to come down from shooting
/// Also is the time it takes for the gun to aim in or aim out.
pub rebound_time_seconds: f32,
pub asset_path: String,
pub vertical_recoil_modifier: f32,
pub horizontal_recoil_modifier: f32,
pub recoil_pattern: FirearmSprayPattern,
/// Final rotation of hands when aimed in
pub final_aimed_rotation: Quat,
/// Final rotation of hands when not aimed in
pub final_rotation: Quat,
/// Final position of hands when aimed in
pub final_aimed_position: Vec3,
/// Final position of hands when not aimed in
pub final_position: Vec3,
pub scale_factor: f32,
pub firearm_type: FirearmType,
}
#[derive(Component, Reflect)]
pub struct MagazineData {
pub rounds_shot: usize,
pub max_capacity: usize,
}

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@ -1,6 +1,6 @@
use bevy::prelude::*;
use crate::logic::core::guns::firearm::Firearm;
use crate::comps::core::weapons::firearm::Firearm;
/// Anything that can go in the player's hands.
#[derive(Component, Default, Debug, Reflect)]

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@ -1,6 +1,5 @@
pub mod bullet;
pub mod camera;
pub mod firearm;
pub mod holdable;
pub mod interactable;
pub mod inventory_screen;

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@ -2,3 +2,4 @@ pub mod character;
pub mod plugin;
pub mod physics;
pub mod bevy;
pub mod weapons;

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@ -1,6 +1,6 @@
use bevy::app::{Plugin, Update};
use crate::setup::load_state::update_game_load_state;
use crate::{setup::load_state::update_game_load_state, comps::core::weapons::{firearm::Firearm, attachments::{weapon_attachment::WeaponAttachment, optic::Optic, stock::Stock, compensator::Compensator, magazine::Magazine, foregrip::ForeGrip}, parts::{charging_handle::ChargingHandle, fire_selector::FireSelector, firing_point::FiringPoint, trigger::Trigger}, slot::{compensator_slot::CompensatorSlot, fore_grip_slot::ForeGripSlot, magazine_slot::MagazineSlot, sight_placement_start_slot::SightPlacementStartSlot, sight_placement_end_slot::SightPlacementEndSlot, stock_slot::StockSlot, utility_slot::UtilitySlot}}};
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}};
@ -20,6 +20,32 @@ impl Plugin for ProxyComponentsPlugin {
app.register_type::<InPlayerHandsParent>();
app.register_type::<ThirdPersonCameraProxy>();
// Firearms
app.register_type::<Firearm>();
// Attachments
app.register_type::<WeaponAttachment>();
app.register_type::<Optic>();
app.register_type::<Stock>();
app.register_type::<Compensator>();
app.register_type::<Magazine>();
app.register_type::<ForeGrip>();
// Parts
app.register_type::<ChargingHandle>();
app.register_type::<FireSelector>();
app.register_type::<FiringPoint>();
app.register_type::<Trigger>();
// Slots
app.register_type::<CompensatorSlot>();
app.register_type::<ForeGripSlot>();
app.register_type::<MagazineSlot>();
app.register_type::<SightPlacementStartSlot>();
app.register_type::<SightPlacementEndSlot>();
app.register_type::<StockSlot>();
app.register_type::<UtilitySlot>();
// Physics
app.register_type::<AutoAABBCollider>();
app.register_type::<physics::rapier::Collider>();

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@ -0,0 +1,8 @@
use bevy::prelude::*;
#[derive(Component, Reflect, Clone, Debug, PartialEq, Eq, PartialOrd, Ord)]
pub enum Firearm {
Ak105,
Glock17
}

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@ -0,0 +1 @@
pub mod firearm;

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@ -5,3 +5,5 @@ pub mod inventory;
pub mod items;
pub mod markers;
pub mod spawners;
#[allow(unused)]
pub mod weapons;

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@ -0,0 +1,21 @@
use bevy::prelude::*;
use crate::comps::core::{
items::{guns::ak105::Ak105GunItem, item::Item},
spawners::item::ItemSpawnPoint,
};
#[derive(Component)]
pub struct Ak105SpawnPoint {
pub transform: Transform,
}
impl ItemSpawnPoint for Ak105SpawnPoint {
fn get_transform(&self) -> Transform {
self.transform
}
fn get_item(&self) -> Box<dyn Item> {
Box::new(Ak105GunItem)
}
}

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@ -1,4 +1,4 @@
use bevy::prelude::*;
/*use bevy::prelude::*;
use crate::comps::core::{
items::{guns::m4a1::M4a1GunItem, item::Item},
@ -18,4 +18,4 @@ impl ItemSpawnPoint for M4a1SpawnPoint {
fn get_item(&self) -> Box<dyn Item> {
Box::new(M4a1GunItem)
}
}
}*/

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@ -1,2 +1,3 @@
pub mod glock17_spawner;
pub mod m4a1_spawner;
pub mod ak105_spawner;

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@ -3,7 +3,7 @@ use bevy::{gltf::Gltf, prelude::*};
use crate::{
comps::core::{
items::item::Item,
spawners::guns::{glock17_spawner::Glock17SpawnPoint, m4a1_spawner::M4a1SpawnPoint},
spawners::guns::{glock17_spawner::Glock17SpawnPoint, ak105_spawner::Ak105SpawnPoint},
},
setup::{assets::GltfAssets, load_state::GameLoadState},
};
@ -43,7 +43,8 @@ pub struct ItemSpawnPointPlugin;
impl Plugin for ItemSpawnPointPlugin {
fn build(&self, app: &mut App) {
use bevy_trait_query::RegisterExt;
app.register_component_as::<dyn ItemSpawnPoint, M4a1SpawnPoint>()
app
.register_component_as::<dyn ItemSpawnPoint, Ak105SpawnPoint>()//.register_component_as::<dyn ItemSpawnPoint, M4a1SpawnPoint>()
.register_component_as::<dyn ItemSpawnPoint, Glock17SpawnPoint>();
}
}

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@ -0,0 +1,9 @@
use bevy::{reflect::Reflect, ecs::{component::Component, reflect::ReflectComponent}};
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone, Reflect, Component, Debug, Default)]
#[reflect(Component)]
pub enum Compensator {
#[default]
FirstCompensator,
}

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@ -0,0 +1,9 @@
use bevy::{reflect::Reflect, ecs::{component::Component, reflect::ReflectComponent}};
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone, Reflect, Component, Debug, Default)]
#[reflect(Component)]
pub enum ForeGrip {
#[default]
Pk5,
}

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@ -0,0 +1,9 @@
use bevy::{reflect::Reflect, ecs::{component::Component, reflect::ReflectComponent}};
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone, Reflect, Component, Debug, Default)]
#[reflect(Component)]
pub enum Magazine {
#[default]
Ak105,
}

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@ -0,0 +1,6 @@
pub mod weapon_attachment;
pub mod optic;
pub mod magazine;
pub mod compensator;
pub mod stock;
pub mod foregrip;

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@ -0,0 +1,9 @@
use bevy::{reflect::Reflect, ecs::{component::Component, reflect::ReflectComponent}};
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone, Reflect, Component, Debug, Default)]
#[reflect(Component)]
pub enum Optic {
#[default]
AimpointT1,
}

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@ -0,0 +1,9 @@
use bevy::{reflect::Reflect, ecs::{component::Component, reflect::ReflectComponent}};
#[derive(PartialEq, Eq, PartialOrd, Ord, Clone, Reflect, Component, Debug, Default)]
#[reflect(Component)]
pub enum Stock {
#[default]
MagpullTan,
}

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@ -0,0 +1,59 @@
use bevy::prelude::*;
use super::{compensator::Compensator, magazine::Magazine, stock::Stock, foregrip::ForeGrip, optic::Optic};
#[derive(Component, PartialEq, Eq, PartialOrd, Ord, Clone, Reflect, Debug)]
#[reflect(Component)]
pub enum WeaponAttachment {
Compensator(Compensator),
Magazine(Magazine),
Stock(Stock),
ForeGrip(ForeGrip),
Optic(Optic)
}
impl Default for WeaponAttachment {
fn default() -> Self {
Self::Optic(Optic::default())
}
}
impl WeaponAttachment {
pub fn vertical_recoil_modifier(&self) -> f32 {
match self {
WeaponAttachment::Compensator(_) => 0.0,
WeaponAttachment::Magazine(_) => 0.0,
WeaponAttachment::Stock(_) => 0.0,
WeaponAttachment::ForeGrip(_) => 0.0,
WeaponAttachment::Optic(_) => 0.0,
}
}
pub fn horizontal_recoil_modifier(&self) -> f32 {
match self {
WeaponAttachment::Compensator(_) => 0.0,
WeaponAttachment::Magazine(_) => 0.0,
WeaponAttachment::Stock(_) => 0.0,
WeaponAttachment::ForeGrip(_) => 0.0,
WeaponAttachment::Optic(_) => 0.0,
}
}
pub fn asset_path<'a>(&self) -> &'a str {
match self {
WeaponAttachment::Compensator(compensator) => match compensator {
Compensator::FirstCompensator => "attachments/first_compensator.glb",
},
WeaponAttachment::Magazine(magazine) => match magazine {
Magazine::Ak105 => "attachments/ak105_magazine.glb",
},
WeaponAttachment::Stock(stock) => match stock {
Stock::MagpullTan => "attachments/tan_magpull_stock.glb",
},
WeaponAttachment::ForeGrip(foregrip) => match foregrip {
ForeGrip::Pk5 => "attachments/pk5_foregrip.glb",
},
WeaponAttachment::Optic(optic) => match optic {
Optic::AimpointT1 => "attachments/aimpoint_t1.glb",
},
}
}
}

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@ -3,50 +3,61 @@ use bevy::reflect::Reflect;
#[allow(unused)]
#[derive(Clone, Reflect)]
pub enum Caliber {
/// 5.56x45mm
NATO556,
/// 9x19mm
Parabellum9mm,
/// 5.45x39mm
RU545
}
impl Caliber {
pub fn range(&self) -> f32 {
match self {
Caliber::NATO556 => 7500.0,
Caliber::Parabellum9mm => 2500.0,
Caliber::RU545 => 4500.0,
}
}
pub fn max_airtime_secs(&self) -> f32 {
match self {
Caliber::NATO556 => 3.0,
Caliber::Parabellum9mm => 3.0,
Caliber::RU545 => 3.0,
}
}
pub fn impulse(&self) -> f32 {
match self {
Caliber::NATO556 => 100.0,
Caliber::Parabellum9mm => 50.0,
Caliber::RU545 => 75.0,
}
}
pub fn mass(&self) -> f32 {
match self {
Caliber::NATO556 => 0.1,
Caliber::Parabellum9mm => 0.05,
Caliber::RU545 => 0.07,
}
}
pub fn linear_damping(&self) -> f32 {
match self {
Caliber::NATO556 => 1.0,
Caliber::Parabellum9mm => 2.0,
Caliber::RU545 => 1.5,
}
}
pub fn angular_damping(&self) -> f32 {
match self {
Caliber::NATO556 => 1.0,
Caliber::Parabellum9mm => 1.0,
Caliber::RU545 => 1.0,
}
}
pub fn size(&self) -> f32 {
match self {
Caliber::NATO556 => 0.07,
Caliber::Parabellum9mm => 0.05,
Caliber::RU545 => 0.06
}
}
}

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@ -1,29 +1,23 @@
use std::sync::Arc;
use crate::comps::core::{
items::{
guns::{glock17::Glock17GunItem, m4a1::M4a1GunItem},
item::Item,
},
markers::{
firearm::{FirearmData, FirearmType, FiringPoint},
holdable::HoldableObjectData,
},
};
use bevy::prelude::*;
use super::{caliber::Caliber, spray_pattern::FirearmSprayPattern};
use crate::comps::core::{markers::holdable::HoldableObjectData, items::{item::Item, guns::glock17::Glock17GunItem}};
#[derive(Component, PartialEq, Eq, PartialOrd, Ord, Clone, Reflect)]
use super::{firearm_data::{FirearmData, FirearmType}, caliber::Caliber, spray_pattern::FirearmSprayPattern};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub enum Firearm {
M4A1,
Glock17,
Ak105,
#[default]
Glock17
}
impl Firearm {
pub fn firearm_data(&self) -> FirearmData {
match self {
Firearm::M4A1 => {
/*Firearm::M4A1 => {
FirearmData {
firing_point: FiringPoint {
forward: 2.5,
@ -64,20 +58,12 @@ impl Firearm {
asset_path: String::from("weapons/m4a1_rifle.glb"),
firearm_type: FirearmType::Primary,
}
}
}*/
Firearm::Glock17 => {
FirearmData {
firing_point: FiringPoint {
forward: 1.2,
up: 0.445,
right: 0.0,
},
caliber: Caliber::Parabellum9mm,
max_capacity: 17,
fire_rate: 600.0,
rebound_time_seconds: 0.1,
vertical_recoil_modifier: 5.0,
horizontal_recoil_modifier: 1.0,
recoil_pattern: FirearmSprayPattern {
vertical: Vec::from([
1.0, 1.2, 1.3, 1.6, 1.5, 1.7, 1.5, 1.5, 1.5, 2.0, // 10 for now
@ -107,44 +93,78 @@ impl Firearm {
firearm_type: FirearmType::Secondary,
}
}
Firearm::Ak105 => FirearmData {
caliber: Caliber::RU545,
fire_rate: 600.0,
rebound_time_seconds: 0.2,
asset_path: String::from("weapons/ak105_rifle.glb"),
recoil_pattern: FirearmSprayPattern {
vertical: Vec::from([
1.0, 1.2, 1.3, 1.6, 1.5, 1.7, 1.5, 1.5, 1.5, 2.0, // 10 for now
]),
horizontal: Vec::from([
1.0, 1.2, 1.3, -1.6, 1.5, -1.7, -1.5, 1.5, -1.5, 2.0, // 10 for now
]),
},
final_aimed_rotation: Quat::default(),
final_rotation: Quat::default(),
final_aimed_position: Vec3::ZERO,
final_position: Vec3::ZERO,
scale_factor: 0.3,
firearm_type: FirearmType::Primary,
},
}
}
pub fn holdable_object_data(&self) -> HoldableObjectData {
match self {
/*
Firearm::M4A1 => HoldableObjectData {
held_at: Vec3::ZERO,
y_rot: -90.0,
},
},*/
Firearm::Glock17 => HoldableObjectData {
held_at: Vec3::ZERO,
y_rot: 0.0,
},
Firearm::Ak105 => HoldableObjectData {
held_at: Vec3::ZERO,
y_rot: 0.0
},
}
}
pub fn get_size(&self) -> Vec3 {
match self {
Firearm::M4A1 => Vec3 {
/*Firearm::M4A1 => Vec3 {
x: 0.3,
y: 0.7,
z: 2.5,
},
},*/
Firearm::Glock17 => Vec3 {
x: 0.3,
y: 0.4,
z: 1.0,
},
Firearm::Ak105 => Vec3 {
x: 0.3,
y: 0.7,
z: 2.5,
},
}
}
pub fn get_item_arc(&self) -> Arc<dyn Item> {
match self {
Firearm::M4A1 => Arc::new(M4a1GunItem),
//Firearm::M4A1 => Arc::new(M4a1GunItem),
Firearm::Glock17 => Arc::new(Glock17GunItem),
Firearm::Ak105 => todo!(),
}
}
pub fn get_item_box(&self) -> Box<dyn Item> {
match self {
Firearm::M4A1 => Box::new(M4a1GunItem),
//Firearm::M4A1 => Box::new(M4a1GunItem),
Firearm::Glock17 => Box::new(Glock17GunItem),
Firearm::Ak105 => todo!(),
}
}
}

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@ -0,0 +1,34 @@
use bevy::prelude::*;
use super::{spray_pattern::FirearmSprayPattern, caliber::Caliber};
/// Static data retrieved from a trait impl (Firearm)
#[derive(Clone, Reflect)]
pub struct FirearmData {
pub caliber: Caliber,
/// Rounds per minute
pub fire_rate: f32,
/// Amount of seconds it takes for gun to come down from shooting
/// Also is the time it takes for the gun to aim in or aim out.
pub rebound_time_seconds: f32,
pub asset_path: String,
pub recoil_pattern: FirearmSprayPattern,
/// Final rotation of hands when aimed in
pub final_aimed_rotation: Quat,
/// Final rotation of hands when not aimed in
pub final_rotation: Quat,
/// Final position of hands when aimed in
pub final_aimed_position: Vec3,
/// Final position of hands when not aimed in
pub final_position: Vec3,
pub scale_factor: f32,
pub firearm_type: FirearmType,
}
#[derive(Reflect, Clone)]
pub enum FirearmType {
Primary,
Secondary,
}

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@ -0,0 +1,8 @@
use bevy::prelude::*;
#[derive(Component, Reflect, Debug, Default, Clone, PartialEq, Eq, PartialOrd, Ord)]
pub struct MagazineData {
pub rounds_shot: usize,
pub max_capacity: usize,
}

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@ -0,0 +1,8 @@
pub mod attachments;
pub mod firearm;
pub mod firearm_data;
pub mod caliber;
pub mod spray_pattern;
pub mod magazine_data;
pub mod slot;
pub mod parts;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct ChargingHandle;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct FireSelector;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct FiringPoint;

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@ -0,0 +1,4 @@
pub mod fire_selector;
pub mod charging_handle;
pub mod trigger;
pub mod firing_point;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct Trigger;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct CompensatorSlot;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct ForeGripSlot;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct MagazineSlot;

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@ -0,0 +1,7 @@
pub mod compensator_slot;
pub mod magazine_slot;
pub mod stock_slot;
pub mod fore_grip_slot;
pub mod utility_slot;
pub mod sight_placement_start_slot;
pub mod sight_placement_end_slot;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct SightPlacementEndSlot;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct SightPlacementStartSlot;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct StockSlot;

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@ -0,0 +1,5 @@
use bevy::{ecs::{component::Component, reflect::ReflectComponent}, reflect::Reflect};
#[derive(Component, Reflect, PartialEq, Eq, PartialOrd, Ord, Clone, Debug, Default)]
#[reflect(Component)]
pub struct UtilitySlot;

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@ -1,6 +1,3 @@
pub mod caliber;
pub mod despawn_shots;
pub mod firearm;
pub mod player_firing;
pub mod shoot;
pub mod spray_pattern;

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@ -3,9 +3,7 @@ use std::time::Duration;
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
use crate::comps::core::markers::{bullet::BulletMarker, muzzle_flash::MuzzleFlashMarker};
use super::caliber::Caliber;
use crate::comps::core::{markers::{bullet::BulletMarker, muzzle_flash::MuzzleFlashMarker}, weapons::caliber::Caliber};
pub fn shoot_bullet(
commands: &mut Commands,

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@ -7,7 +7,6 @@ use crate::{
inventory::{player_inventory::{PlayerInventory, self}, slot::PlayerInventorySlotType},
markers::{
camera::MainCamera,
firearm::{FirearmData, MagazineData},
holdable::InPlayerHands,
interactable::Interactable,
player::Player, proxy::{character::in_player_hands_parent::InPlayerHandsParent, physics::rapier::LinkToPlayer},
@ -47,8 +46,6 @@ pub fn capture_hand_usage(
(
Entity,
&GlobalTransform,
&'static FirearmData,
&mut MagazineData,
),
(With<InPlayerHands>, Without<InPlayerHandsParent>),
>,
@ -120,7 +117,7 @@ pub fn capture_hand_usage(
.full_auto_timer
.tick(resources.time.delta());
for (_f, firearm_transform, firearm_data, mut magazine_data) in
for (_f, firearm_transform) in
firearm_query.iter_mut()
{
for mut hand_transform in hand_query.iter_mut() {
@ -157,7 +154,7 @@ pub fn capture_hand_usage(
// Player is not in a reload animation
if resources.keyboard_input.just_pressed(KeyCode::R)
&& !resources.game_ui_state.any_window()
{
{}
/*
// Start reload animation
for (animation_player_entity, mut animation_player) in
@ -186,6 +183,7 @@ pub fn capture_hand_usage(
// At the end of reload animation, set magazine data to capacity = 0
}
// AIMING IN/OUT
/*
if resources.mouse_buttons.pressed(MouseButton::Right)
&& !resources.game_ui_state.any_window()
{
@ -281,7 +279,7 @@ pub fn capture_hand_usage(
player_firing_info.current_round_index = 0;
}
}
}
}*/
}
}

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@ -4,7 +4,7 @@ use crate::{
comps::core::{
markers::player::{Player, PlayerData},
spawners::{
guns::{glock17_spawner::Glock17SpawnPoint, m4a1_spawner::M4a1SpawnPoint},
guns::glock17_spawner::Glock17SpawnPoint,
player::PlayerSpawnPoint,
},
},
@ -16,13 +16,13 @@ pub fn set_spawn_points(mut commands: Commands) {
transform: Transform::from_xyz(3.0, 5.0, 2.0),
player: Player(PlayerData::default()),
});
commands.spawn(M4a1SpawnPoint {
/*commands.spawn(M4a1SpawnPoint {
transform: {
let mut transform = Transform::from_xyz(18.0, 10.0, 10.0);
transform.rotate_z(utils::rad_deg::radians_from_degrees(-90.0));
transform
},
});
});*/
commands.spawn(Glock17SpawnPoint {
transform: {
let mut transform = Transform::from_xyz(20.0, 10.0, 10.0);
@ -30,13 +30,13 @@ pub fn set_spawn_points(mut commands: Commands) {
transform
},
});
commands.spawn(M4a1SpawnPoint {
/*commands.spawn(M4a1SpawnPoint {
transform: {
let mut transform = Transform::from_xyz(18.0, 10.0, 18.0);
transform.rotate_z(utils::rad_deg::radians_from_degrees(-90.0));
transform
},
});
});*/
commands.spawn(Glock17SpawnPoint {
transform: {
let mut transform = Transform::from_xyz(20.0, 10.0, 20.0);

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@ -1,13 +1,11 @@
use bevy::{gltf::Gltf, prelude::*};
use crate::{
logic::core::guns::firearm::Firearm,
scenes::scene1::skybox::{Cubemap, CUBEMAPS},
};
use crate::{scenes::scene1::skybox::{Cubemap, CUBEMAPS}, comps::core::weapons::{firearm::Firearm, attachments::{weapon_attachment::WeaponAttachment, optic::Optic, magazine::Magazine, compensator::Compensator, foregrip::ForeGrip, stock::Stock}}};
#[derive(PartialEq, Eq, PartialOrd, Ord, Reflect)]
pub enum GltfAssetType {
Firearm(Firearm),
Attachment(WeaponAttachment),
Character,
#[allow(unused)]
Enemy,
@ -35,20 +33,67 @@ pub fn load_all_assets(
is_loaded: false,
image_handle: skybox_handle,
});
let m4a1_gltf_asset = GltfAsset {
/*let m4a1_gltf_asset = GltfAsset {
asset_type: GltfAssetType::Firearm(Firearm::M4A1),
asset: asset_server.load(Firearm::M4A1.firearm_data().asset_path),
};*/
// Weapons
let ak105_gltf_asset = GltfAsset {
asset_type: GltfAssetType::Firearm(Firearm::Ak105),
asset: asset_server.load(Firearm::Ak105.firearm_data().asset_path),
};
let glock17_gltf_asset = GltfAsset {
asset_type: GltfAssetType::Firearm(Firearm::Glock17),
asset: asset_server.load(Firearm::Glock17.firearm_data().asset_path),
};
// Attachments
let aimpoint_t1_gltf_asset = {
let attachment = WeaponAttachment::Optic(Optic::AimpointT1);
GltfAsset {
asset: asset_server.load(attachment.asset_path()),
asset_type: GltfAssetType::Attachment(attachment),
}
};
let ak105_magazine_gltf_asset = {
let attachment = WeaponAttachment::Magazine(Magazine::Ak105);
GltfAsset {
asset: asset_server.load(attachment.asset_path()),
asset_type: GltfAssetType::Attachment(attachment),
}
};
let first_compensator_gltf_asset = {
let attachment = WeaponAttachment::Compensator(Compensator::FirstCompensator);
GltfAsset {
asset: asset_server.load(attachment.asset_path()),
asset_type: GltfAssetType::Attachment(attachment),
}
};
let pk5_foregrip_gltf_asset = {
let attachment = WeaponAttachment::ForeGrip(ForeGrip::Pk5);
GltfAsset {
asset: asset_server.load(attachment.asset_path()),
asset_type: GltfAssetType::Attachment(attachment),
}
};
let tan_magpull_stock_gltf_asset = {
let attachment = WeaponAttachment::Stock(Stock::MagpullTan);
GltfAsset {
asset: asset_server.load(attachment.asset_path()),
asset_type: GltfAssetType::Attachment(attachment),
}
};
// Characters
let main_character_asset = GltfAsset {
asset_type: GltfAssetType::Character,
asset: asset_server.load("character/main_character.glb"),
};
commands.insert_resource(GltfAssets {
assets: Vec::from([m4a1_gltf_asset, glock17_gltf_asset, main_character_asset]),
assets: Vec::from([/*m4a1_gltf_asset, */
ak105_gltf_asset, glock17_gltf_asset, // Firearms
main_character_asset, // Characters
aimpoint_t1_gltf_asset, pk5_foregrip_gltf_asset, ak105_magazine_gltf_asset, first_compensator_gltf_asset, tan_magpull_stock_gltf_asset // Attachments
]),
});
}

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@ -3,12 +3,11 @@ use std::time::Duration;
use bevy::{gltf::Gltf, prelude::*};
use crate::{
comps::core::markers::{
firearm::{FirearmData, MagazineData},
comps::core::{markers::{
holdable::InPlayerHands,
player::Player, proxy::character::in_player_hands_parent::InPlayerHandsParent,
},
logic::core::guns::{firearm::Firearm, player_firing::PlayerFiringInfo},
}, weapons::{firearm::Firearm, firearm_data::FirearmData}},
logic::core::guns::player_firing::PlayerFiringInfo,
utils,
};
@ -96,12 +95,7 @@ fn spawn_firearm_on_player_hands(
.id();
let firearm_entity = commands
.spawn((
firearm_data.clone(),
firearm.holdable_object_data(),
MagazineData {
rounds_shot: 0,
max_capacity: firearm_data.max_capacity,
},
InPlayerHands,
Name::new("Firearm"),
TransformBundle {

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@ -13,7 +13,7 @@ pub struct GameLoadState {
impl GameLoadState {
pub fn is_everything_except_player_loaded(&self) -> bool {
self.assets_loaded && self.animations_loaded
self.assets_loaded// && self.animations_loaded
}
}

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@ -3,16 +3,12 @@ use bevy_editor_pls::EditorPlugin;
use bevy_inspector_egui::bevy_egui::EguiPlugin;
use crate::{
comps::core::markers::{
firearm::{FirearmData, MagazineData},
comps::core::{markers::{
holdable::{HoldableObjectData, InPlayerHands},
player::{Player, PlayerData, PlayerHand},
},
}, weapons::{firearm_data::FirearmData, magazine_data::MagazineData, caliber::Caliber, firearm::Firearm, spray_pattern::FirearmSprayPattern}},
logic::core::{
guns::{
caliber::Caliber, firearm::Firearm, player_firing::PlayerFiringInfo,
spray_pattern::FirearmSprayPattern,
},
guns::player_firing::PlayerFiringInfo,
player::{
camera_player_sync::MouseMovementSettings,
player_movement::{PlayerLinearXZState, PlayerLinearYState, PlayerMovementInput},