EventCollision system that takes into account more than one type of collider AND Auto Low ready when gun collider hits object OR when player starts sprinting
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@ -31,14 +31,18 @@ Multiplayer
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- [x] High Ready & Low Ready system with state
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- [x] High Ready & Low Ready system with state
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- [x] High ready animation (procedural)
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- [x] High ready animation (procedural)
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- [x] Low ready animation (procedural)
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- [x] Low ready animation (procedural)
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- [ ] TODO: Auto Low ready when gun collider hits object OR when player starts sprinting
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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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- [ ] Bobbing
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- [ ] Bobbing
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- [ ] Gun Bob on run
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- [ ] Gun Bob on run
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- [ ] Gun Bob on walk
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- [ ] Gun Bob on walk
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- [ ] Reload animation (procedural)
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- [ ] Reload animation (procedural)
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- [ ] Real world magazines
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- [ ] Real world magazines
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- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [ ] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
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- [ ] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
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11
src/comps/core/events/bullet_collision.rs
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11
src/comps/core/events/bullet_collision.rs
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@ -0,0 +1,11 @@
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use bevy::{ecs::{event::Event, entity::Entity}, transform::components::Transform};
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use super::collision_event_type::CollisionEventType;
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#[derive(Event)]
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pub struct BulletCollisionEvent {
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pub bullet: Entity,
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pub other: Entity,
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pub at: Transform,
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pub collision_type: CollisionEventType,
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}
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6
src/comps/core/events/collision_event_type.rs
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6
src/comps/core/events/collision_event_type.rs
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@ -0,0 +1,6 @@
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#[derive(PartialEq, Copy, Clone)]
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pub enum CollisionEventType {
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Start,
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End,
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}
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10
src/comps/core/events/equipped_gun_collision.rs
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10
src/comps/core/events/equipped_gun_collision.rs
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@ -0,0 +1,10 @@
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use bevy::ecs::{event::Event, entity::Entity};
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use super::collision_event_type::CollisionEventType;
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#[derive(Event)]
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pub struct EquippedGunCollisionEvent {
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pub gun: Entity,
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pub other: Entity,
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pub collision_type: CollisionEventType,
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}
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@ -1,3 +1,6 @@
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//pub mod loot_container;
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//pub mod loot_container;
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pub mod inventory_changed;
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pub mod inventory_changed;
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pub mod pickup_item;
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pub mod pickup_item;
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pub mod bullet_collision;
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pub mod equipped_gun_collision;
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pub mod collision_event_type;
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@ -1,5 +1,5 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_rapier3d::geometry::Sensor;
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use bevy_rapier3d::geometry::{Sensor, ActiveEvents};
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use crate::{comps::core::markers::holdable::InPlayerHands, utils::hierarchy::find_child_in_parent_children};
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use crate::{comps::core::markers::holdable::InPlayerHands, utils::hierarchy::find_child_in_parent_children};
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@ -9,14 +9,6 @@ use crate::{comps::core::markers::holdable::InPlayerHands, utils::hierarchy::fin
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#[reflect(Component)]
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#[reflect(Component)]
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pub struct GunFirearmCollider;
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pub struct GunFirearmCollider;
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/*for (gun_firearm_collider_entity, _) in gun_firearm_collider_query.iter() {
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println!("a");
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if find_child_in_parent_children(commands, firearm_asset_entity, gun_firearm_collider_entity, &children) {
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println!("Sensor");
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commands.entity(gun_firearm_collider_entity).insert(Sensor);
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}
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} */
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pub fn update_gun_collider(
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pub fn update_gun_collider(
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mut commands: Commands,
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mut commands: Commands,
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gun_firearm_collider_query: Query<Entity, Added<GunFirearmCollider>>,
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gun_firearm_collider_query: Query<Entity, Added<GunFirearmCollider>>,
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@ -27,11 +19,11 @@ pub fn update_gun_collider(
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let mut found = false;
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let mut found = false;
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for in_player_hands_entity in in_player_hands_query.iter() {
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for in_player_hands_entity in in_player_hands_query.iter() {
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if find_child_in_parent_children(&mut commands, in_player_hands_entity, gun_firearm_collider_entity, &children) {
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if find_child_in_parent_children(&mut commands, in_player_hands_entity, gun_firearm_collider_entity, &children) {
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commands.entity(gun_firearm_collider_entity).insert(Sensor);
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commands.entity(gun_firearm_collider_entity).insert(Sensor).insert(ActiveEvents::COLLISION_EVENTS);
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found = true;
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found = true;
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}
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}
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}
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}
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if found { continue; }
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if found { continue; }
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commands.entity(gun_firearm_collider_entity).remove::<Sensor>();
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commands.entity(gun_firearm_collider_entity).remove::<Sensor>().remove::<ActiveEvents>();
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}
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}
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}
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}
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87
src/logic/core/collisions.rs
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87
src/logic/core/collisions.rs
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@ -0,0 +1,87 @@
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//!
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//! The goal of this module is to provide collision hydration to all other systems in the game.
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//! The reason is, well, rapier does not give a way to read collisions in multiple systems.
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//! If you read a collision event you automatically starve the systems relying on it.
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//!
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//! Have Different collision events for different systems, don't call the system directly, just use events to pass in collisions.
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//!
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use bevy::{prelude::*, ecs::system::SystemParam};
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use bevy_rapier3d::{pipeline::CollisionEvent, rapier::geometry::CollisionEventFlags, geometry::Sensor};
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use crate::comps::core::{markers::{bullet::BulletMarker, proxy::weapons::gun_colliders::GunFirearmCollider}, events::{bullet_collision::BulletCollisionEvent, equipped_gun_collision::EquippedGunCollisionEvent, collision_event_type::CollisionEventType}};
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#[derive(SystemParam)]
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pub struct CollisionHandlerQueryParams<'w, 's> {
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bullets: Query<'w, 's, (Entity, &'static Transform), With<BulletMarker>>,
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firearms: Query<'w, 's, Entity, (With<Sensor>, With<GunFirearmCollider>, Without<BulletMarker>)>,
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}
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#[derive(SystemParam)]
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pub struct CollisionHandlerEventParams<'w> {
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bullet_collision_events: EventWriter<'w, BulletCollisionEvent>,
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equipped_gun_collision_events: EventWriter<'w, EquippedGunCollisionEvent>,
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}
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pub fn collision_handler(
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queries: CollisionHandlerQueryParams,
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mut events: CollisionHandlerEventParams,
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mut collisions: EventReader<CollisionEvent>,
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//time: Res<Time>,
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) {
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for collision in collisions.read() {
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let (entity_a, entity_b, flags, collision_type) = match collision {
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CollisionEvent::Started(entity_a, entity_b, flags) => {
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(entity_a, entity_b, flags, CollisionEventType::Start)
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}
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CollisionEvent::Stopped(entity_a, entity_b, flags) => {
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(entity_a, entity_b, flags, CollisionEventType::End)
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}
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};
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if entity_a == entity_b { continue; } // Avoid inner collisions
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if flags.contains(CollisionEventFlags::SENSOR) { // Sensor collision event handling
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println!("Sensor collision");
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// ######
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// Equipped Firearm Collisions
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// ######
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for gun_collider in queries.firearms.iter() {
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println!("Gun collider entity detected");
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if &gun_collider == entity_a {
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events.equipped_gun_collision_events.send(EquippedGunCollisionEvent {
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gun: gun_collider,
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other: *entity_b,
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collision_type,
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});
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} else if &gun_collider == entity_b {
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events.equipped_gun_collision_events.send(EquippedGunCollisionEvent {
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gun: gun_collider,
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other: *entity_a,
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collision_type,
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});
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}
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}
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continue; // Continue, as we already handled sensor collisions
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}
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// ######
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// Bullet collisions
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// ######
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for (bullet, bullet_transform) in queries.bullets.iter() {
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if entity_a == &bullet {
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events.bullet_collision_events.send(BulletCollisionEvent {
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bullet,
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other: *entity_b,
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at: *bullet_transform,
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collision_type,
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});
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} else if entity_b == &bullet {
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events.bullet_collision_events.send(BulletCollisionEvent {
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bullet,
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other: *entity_a,
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at: *bullet_transform,
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collision_type,
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});
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}
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}
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}
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}
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@ -1,6 +1,6 @@
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use crate::comps::core::markers::{bullet::BulletMarker, muzzle_flash::MuzzleFlashMarker};
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use crate::comps::core::{markers::{bullet::BulletMarker, muzzle_flash::MuzzleFlashMarker}, events::{bullet_collision::BulletCollisionEvent, collision_event_type::CollisionEventType}};
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_rapier3d::{prelude::*, rapier::geometry::CollisionEventFlags};
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use bevy_rapier3d::prelude::*;
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pub fn despawn_muzzle_flashes(
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pub fn despawn_muzzle_flashes(
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mut commands: Commands,
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mut commands: Commands,
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@ -21,59 +21,45 @@ pub fn despawn_stray_bullets(
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut query: Query<(&mut BulletMarker, Entity, &Transform)>,
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mut query: Query<(&mut BulletMarker, Entity, &Transform)>,
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mut collisions: EventReader<CollisionEvent>,
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mut bullet_collisions: EventReader<BulletCollisionEvent>,
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//res: Res<IntegrationParameters>,
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time: Res<Time>,
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time: Res<Time>,
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) {
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) {
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let collisions_read: Vec<&CollisionEvent> = collisions.read().collect();
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let collisions_read: Vec<&BulletCollisionEvent> = bullet_collisions.read().collect();
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for (mut bullet, bullet_entity, transform) in query.iter_mut() {
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for event in collisions_read.into_iter() {
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bullet.timer.tick(time.delta());
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match event.collision_type {
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for event in collisions_read.iter() {
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CollisionEventType::Start => {
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match event {
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CollisionEvent::Started(entity_a, entity_b, flags) => {
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commands.entity(event.bullet).remove::<Collider>();
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if flags.contains(CollisionEventFlags::SENSOR) {
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continue;
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}
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if entity_a == entity_b {
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// Avoid inner collisions
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continue;
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}
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if entity_a == &bullet_entity || entity_b == &bullet_entity {
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commands.entity(bullet_entity).remove::<Collider>();
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//commands.entity(bullet_entity).insert(Sensor);
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//commands.entity(bullet_entity).insert(Sensor);
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spawn_bullet_hit_marker(
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spawn_bullet_hit_marker(
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&mut commands,
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&mut commands,
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transform.translation,
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event.at.translation,
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&mut meshes,
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&mut meshes,
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&mut materials,
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&mut materials,
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);
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);
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}
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},
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}
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CollisionEventType::End => {
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CollisionEvent::Stopped(entity_a, entity_b, flags) => {
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for (bullet, bullet_entity, _) in query.iter() {
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if flags.contains(CollisionEventFlags::SENSOR) {
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if bullet_entity != event.bullet { continue; }
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continue;
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}
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if entity_a == entity_b {
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// Avoid inner collisions
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continue;
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}
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if entity_a == &bullet_entity || entity_b == &bullet_entity {
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commands
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commands
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.entity(bullet_entity)
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.entity(event.bullet)
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.insert(Collider::ball(bullet.caliber.size()));
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.insert(Collider::ball(bullet.caliber.size()));
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}
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//commands.entity(bullet_entity).remove::<Sensor>();
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//commands.entity(bullet_entity).remove::<Sensor>();
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//commands.entity(*entity_b).despawn();
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//commands.entity(*entity_b).despawn();
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spawn_bullet_exit_marker(
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spawn_bullet_exit_marker(
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&mut commands,
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&mut commands,
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transform.translation,
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event.at.translation,
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&mut meshes,
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&mut meshes,
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&mut materials,
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&mut materials,
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);
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);
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continue;
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continue;
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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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for (mut bullet, bullet_entity, transform) in query.iter_mut() {
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bullet.timer.tick(time.delta());
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if bullet.timer.finished() {
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if bullet.timer.finished() {
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commands.entity(bullet_entity).despawn();
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commands.entity(bullet_entity).despawn();
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}
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}
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27
src/logic/core/guns/equipped_gun_collisions.rs
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27
src/logic/core/guns/equipped_gun_collisions.rs
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use bevy::prelude::*;
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use crate::comps::core::events::{equipped_gun_collision::EquippedGunCollisionEvent, collision_event_type::CollisionEventType};
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use super::player_firing::{PlayerFiringInfo, GunReadyPose};
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pub fn update_gun_position_on_collision(
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mut query: Query<&mut PlayerFiringInfo>,
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mut events: EventReader<EquippedGunCollisionEvent>,
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) {
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for event in events.read() {
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println!("Collision");
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for mut player_firing_info in query.iter_mut() {
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match event.collision_type {
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CollisionEventType::Start => {
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player_firing_info.gun_ready_pose = GunReadyPose::LowReady;
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player_firing_info.gun_colliding_with_object = true;
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},
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CollisionEventType::End => {
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player_firing_info.gun_colliding_with_object = false;
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//player_firing_info.gun_ready_pose = GunReadyPose::HighReady;
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},
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}
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}
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}
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}
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@ -2,3 +2,4 @@ pub mod despawn_shots;
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pub mod player_firing;
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pub mod player_firing;
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pub mod shoot;
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pub mod shoot;
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pub mod inspect;
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pub mod inspect;
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pub mod equipped_gun_collisions;
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@ -24,6 +24,9 @@ pub struct PlayerFiringInfo {
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pub is_reloading: bool,
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pub is_reloading: bool,
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pub gun_ready_pose: GunReadyPose,
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pub gun_ready_pose: GunReadyPose,
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pub is_inspecting: bool,
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pub is_inspecting: bool,
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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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}
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}
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impl Default for PlayerFiringInfo {
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impl Default for PlayerFiringInfo {
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@ -36,6 +39,7 @@ impl Default for PlayerFiringInfo {
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is_reloading: false,
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is_reloading: false,
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gun_ready_pose: GunReadyPose::LowReady,
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gun_ready_pose: GunReadyPose::LowReady,
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is_inspecting: false,
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is_inspecting: false,
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gun_colliding_with_object: false,
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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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@ -1,2 +1,3 @@
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pub mod guns;
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pub mod guns;
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pub mod player;
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pub mod player;
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pub mod collisions;
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@ -144,6 +144,7 @@ pub fn capture_hand_usage(
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} else if !mouse_wheel_events.is_empty() {
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} else if !mouse_wheel_events.is_empty() {
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if player.0.equipment.is_firearm() {
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if player.0.equipment.is_firearm() {
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for mouse_wheel_event in mouse_wheel_events.read() {
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for mouse_wheel_event in mouse_wheel_events.read() {
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||||||
|
if player_firing_info.gun_colliding_with_object { continue; }
|
||||||
if mouse_wheel_event.y >= 0.0 {
|
if mouse_wheel_event.y >= 0.0 {
|
||||||
player_firing_info.gun_ready_pose = GunReadyPose::HighReady;
|
player_firing_info.gun_ready_pose = GunReadyPose::HighReady;
|
||||||
} else {
|
} else {
|
||||||
@ -196,7 +197,7 @@ pub fn capture_hand_usage(
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
if resources.mouse_buttons.pressed(MouseButton::Right)
|
if resources.mouse_buttons.pressed(MouseButton::Right)
|
||||||
&& !resources.game_ui_state.any_window() && !player_linear_xz_state.is_sprinting()
|
&& !resources.game_ui_state.any_window() && !player_linear_xz_state.is_sprinting() && !player_firing_info.gun_colliding_with_object
|
||||||
{
|
{
|
||||||
player_firing_info.gun_ready_pose = GunReadyPose::HighReady;
|
player_firing_info.gun_ready_pose = GunReadyPose::HighReady;
|
||||||
let rotation_lerp_quat = in_hand_transform.rotation.lerp(
|
let rotation_lerp_quat = in_hand_transform.rotation.lerp(
|
||||||
|
@ -4,10 +4,10 @@ use crate::{
|
|||||||
comps::core::{
|
comps::core::{
|
||||||
controller::capture_input,
|
controller::capture_input,
|
||||||
inventory::plugin::InventoryPlugin,
|
inventory::plugin::InventoryPlugin,
|
||||||
spawners::{player::player_spawner, spawn::SpawnerPlugin},
|
spawners::{player::player_spawner, spawn::SpawnerPlugin}, events::{bullet_collision::BulletCollisionEvent, equipped_gun_collision::EquippedGunCollisionEvent},
|
||||||
},
|
},
|
||||||
logic::core::{
|
logic::core::{
|
||||||
guns::{despawn_shots::{despawn_muzzle_flashes, despawn_stray_bullets}, inspect::inspect_firearm},
|
guns::{despawn_shots::{despawn_muzzle_flashes, despawn_stray_bullets}, inspect::inspect_firearm, equipped_gun_collisions::update_gun_position_on_collision},
|
||||||
player::{
|
player::{
|
||||||
camera_player_sync::{
|
camera_player_sync::{
|
||||||
follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
|
follow_cursor_with_camera, update_camera_vertical_position, MouseMovementSettings,
|
||||||
@ -15,7 +15,7 @@ use crate::{
|
|||||||
hands::{capture_hand_usage, interact_action},
|
hands::{capture_hand_usage, interact_action},
|
||||||
player_values_state::PlayerValuesState,
|
player_values_state::PlayerValuesState,
|
||||||
player_vertical_sync::sync_player_y_state, camera_switching::switch_camera,
|
player_vertical_sync::sync_player_y_state, camera_switching::switch_camera,
|
||||||
},
|
}, collisions::collision_handler,
|
||||||
},
|
},
|
||||||
setup::{
|
setup::{
|
||||||
//animations::{load_animations, AllAnimations},
|
//animations::{load_animations, AllAnimations},
|
||||||
@ -60,9 +60,13 @@ pub fn load_scene(application: &mut App) {
|
|||||||
application.add_systems(Update, change_equipment.before(player_spawner));
|
application.add_systems(Update, change_equipment.before(player_spawner));
|
||||||
application.add_systems(Update, (despawn_muzzle_flashes, despawn_stray_bullets));
|
application.add_systems(Update, (despawn_muzzle_flashes, despawn_stray_bullets));
|
||||||
application.add_systems(Update, inspect_firearm);
|
application.add_systems(Update, inspect_firearm);
|
||||||
|
application.add_systems(Update, collision_handler);
|
||||||
|
application.add_systems(Update, update_gun_position_on_collision);
|
||||||
|
|
||||||
//application.add_systems(Update, animate_player);
|
//application.add_systems(Update, animate_player);
|
||||||
//application.add_systems(Update, register_bullet_hits);
|
//application.add_systems(Update, register_bullet_hits);
|
||||||
|
|
||||||
application.add_event::<EquipmentChangeEvent>();
|
application.add_event::<EquipmentChangeEvent>();
|
||||||
|
application.add_event::<BulletCollisionEvent>();
|
||||||
|
application.add_event::<EquippedGunCollisionEvent>();
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user