move clientside gated parts of control to the client (#70)

This commit is contained in:
PROMETHIA-27
2025-10-08 18:54:39 -04:00
committed by GitHub
parent 8f24f4e03a
commit 11684b80a9
8 changed files with 104 additions and 115 deletions

View File

@@ -1,21 +1,15 @@
use super::{ControlState, Controls};
#[cfg(feature = "client")]
use crate::control::ControllerSet;
use super::Controls;
use crate::{GameState, control::CharacterInputEnabled};
#[cfg(feature = "client")]
use bevy::input::{
ButtonState,
gamepad::{GamepadConnection, GamepadEvent},
mouse::{MouseButtonInput, MouseMotion},
};
use bevy::prelude::*;
#[cfg(feature = "client")]
use lightyear::input::client::InputSet;
#[cfg(feature = "client")]
use lightyear::prelude::input::native::{ActionState, InputMarker};
use serde::{Deserialize, Serialize};
use shared::control::{ControlState, ControllerSet};
use std::collections::HashMap;
#[cfg(feature = "client")]
use std::hash::Hash;
pub fn plugin(app: &mut App) {
@@ -24,12 +18,8 @@ pub fn plugin(app: &mut App) {
app.register_required_components::<Gamepad, InputStateCache<GamepadButton>>();
app.register_type::<ControllerSettings>();
app.add_systems(PreUpdate, (cache_keyboard_state, cache_gamepad_state));
#[cfg(feature = "client")]
{
app.add_systems(
FixedPreUpdate,
(
@@ -54,7 +44,6 @@ pub fn plugin(app: &mut App) {
FixedPreUpdate,
buffer_inputs.in_set(InputSet::WriteClientInputs),
);
}
app.add_systems(
Update,
@@ -62,14 +51,6 @@ pub fn plugin(app: &mut App) {
);
}
#[derive(Component, Clone, PartialEq, Reflect, Serialize, Deserialize)]
#[reflect(Component)]
pub struct ControllerSettings {
pub deceleration_factor: f32,
pub jump_force: f32,
}
#[cfg(feature = "client")]
/// Write inputs from combined keyboard/gamepad state into the networked input buffer
/// for the local player.
fn buffer_inputs(
@@ -104,7 +85,6 @@ impl<Button> Default for InputStateCache<Button> {
}
}
#[cfg(feature = "client")]
impl<Button: Hash + Eq> InputStateCache<Button> {
fn clear(&mut self) {
for state in self.map.values_mut() {
@@ -151,7 +131,6 @@ fn cache_keyboard_state(
cache_key(KeyCode::KeyE);
}
#[cfg(feature = "client")]
fn clear_keyboard_state(mut cache: ResMut<InputStateCache<KeyCode>>) {
cache.clear();
}
@@ -182,14 +161,12 @@ fn cache_gamepad_state(mut gamepads: Query<(&Gamepad, &mut InputStateCache<Gamep
}
}
#[cfg(feature = "client")]
fn clear_gamepad_state(mut caches: Query<&mut InputStateCache<GamepadButton>>) {
for mut cache in caches.iter_mut() {
cache.clear();
}
}
#[cfg(feature = "client")]
/// Take keyboard and gamepad state and combine them into unified input state
fn combine_controls(controls: Res<Controls>, mut combined_controls: ResMut<ControlState>) {
let keyboard = controls.keyboard_state;
@@ -210,7 +187,6 @@ fn combine_controls(controls: Res<Controls>, mut combined_controls: ResMut<Contr
combined_controls.cash_heal = gamepad.cash_heal | keyboard.cash_heal;
}
#[cfg(feature = "client")]
/// Applies a square deadzone to a Vec2
fn deadzone_square(v: Vec2, min: f32) -> Vec2 {
Vec2::new(
@@ -219,7 +195,6 @@ fn deadzone_square(v: Vec2, min: f32) -> Vec2 {
)
}
#[cfg(feature = "client")]
/// Collect gamepad inputs
fn gamepad_controls(
gamepads: Query<(Entity, &Gamepad, &InputStateCache<GamepadButton>)>,
@@ -282,7 +257,6 @@ fn gamepad_controls(
}
}
#[cfg(feature = "client")]
/// Collect mouse movement input
fn mouse_rotate(mut mouse: EventReader<MouseMotion>, mut controls: ResMut<Controls>) {
controls.keyboard_state.look_dir = Vec2::ZERO;
@@ -292,7 +266,6 @@ fn mouse_rotate(mut mouse: EventReader<MouseMotion>, mut controls: ResMut<Contro
}
}
#[cfg(feature = "client")]
/// Collect keyboard input
fn keyboard_controls(
keyboard: Res<ButtonInput<KeyCode>>,
@@ -325,7 +298,6 @@ fn keyboard_controls(
controls.keyboard_state.cash_heal = cache.just_pressed(KeyCode::Enter);
}
#[cfg(feature = "client")]
/// Collect mouse button input when pressed
fn mouse_click(mut events: EventReader<MouseButtonInput>, mut controls: ResMut<Controls>) {
controls.keyboard_state.just_triggered = false;
@@ -352,7 +324,6 @@ fn mouse_click(mut events: EventReader<MouseButtonInput>, mut controls: ResMut<C
}
}
#[cfg(feature = "client")]
/// Receive gamepad connections and disconnections
fn gamepad_connections(mut evr_gamepad: EventReader<GamepadEvent>) {
for ev in evr_gamepad.read() {

View File

@@ -0,0 +1,28 @@
use crate::GameState;
use bevy::prelude::*;
use shared::control::{ControlState, ControllerSet};
pub mod controls;
#[derive(Resource, Debug, Default)]
struct Controls {
keyboard_state: ControlState,
gamepad_state: Option<ControlState>,
}
#[derive(Resource, Debug, PartialEq, Eq)]
pub enum CharacterInputEnabled {
On,
Off,
}
pub fn plugin(app: &mut App) {
app.insert_resource(CharacterInputEnabled::On);
app.add_plugins(controls::plugin);
app.configure_sets(
FixedPreUpdate,
ControllerSet::CollectInputs.run_if(in_state(GameState::Playing)),
);
}

View File

@@ -1,5 +1,6 @@
mod backpack;
mod client;
mod control;
mod debug;
mod enemy;
mod heal_effect;
@@ -124,6 +125,7 @@ fn main() {
app.add_plugins(backpack::plugin);
app.add_plugins(client::plugin);
app.add_plugins(control::plugin);
app.add_plugins(debug::plugin);
app.add_plugins(enemy::plugin);
app.add_plugins(heal_effect::plugin);

View File

@@ -1,6 +1,6 @@
use crate::GameState;
use crate::{GameState, control::CharacterInputEnabled};
use bevy::{color::palettes::css::BLACK, prelude::*};
use shared::{HEDZ_GREEN, HEDZ_PURPLE, control::CharacterInputEnabled, loading_assets::UIAssets};
use shared::{HEDZ_GREEN, HEDZ_PURPLE, loading_assets::UIAssets};
#[derive(States, Default, Clone, Eq, PartialEq, Debug, Hash)]
#[states(scoped_entities)]

View File

@@ -3,7 +3,7 @@ use crate::{
GameState,
abilities::TriggerStateRes,
animation::AnimationFlags,
control::{ControlState, SelectedController, controls::ControllerSettings},
control::{ControlState, ControllerSettings, SelectedController},
head::ActiveHead,
heads_database::{HeadControls, HeadsDatabase},
physics_layers::GameLayer,

View File

@@ -2,7 +2,7 @@ use super::{ControlState, ControllerSet};
use crate::{
GameState,
animation::AnimationFlags,
control::{controller_common::MovementSpeedFactor, controls::ControllerSettings},
control::{ControllerSettings, controller_common::MovementSpeedFactor},
player::PlayerBodyMesh,
};
use bevy::prelude::*;

View File

@@ -1,25 +1,60 @@
use bevy::{ecs::entity::MapEntities, prelude::*};
use serde::{Deserialize, Serialize};
use crate::{
GameState,
head::ActiveHead,
heads_database::{HeadControls, HeadsDatabase},
player::Player,
};
use bevy::{ecs::entity::MapEntities, prelude::*};
use serde::{Deserialize, Serialize};
pub mod controller_common;
pub mod controller_flying;
pub mod controller_running;
pub mod controls;
#[derive(SystemSet, Debug, Hash, PartialEq, Eq, Clone, Default)]
enum ControllerSet {
pub enum ControllerSet {
CollectInputs,
ApplyControlsFly,
#[default]
ApplyControlsRun,
}
#[derive(Event)]
pub struct ControllerSwitchEvent;
#[derive(Resource, Debug, Default, PartialEq)]
pub struct SelectedController(pub ControllerSet);
pub fn plugin(app: &mut App) {
app.register_type::<ControllerSettings>();
app.init_resource::<SelectedController>();
app.init_resource::<ControlState>();
app.add_event::<ControllerSwitchEvent>();
app.add_plugins(controller_common::plugin);
app.add_plugins(controller_flying::CharacterControllerPlugin);
app.add_plugins(controller_running::CharacterControllerPlugin);
app.configure_sets(
FixedUpdate,
(
ControllerSet::ApplyControlsFly.run_if(resource_equals(SelectedController(
ControllerSet::ApplyControlsFly,
))),
ControllerSet::ApplyControlsRun.run_if(resource_equals(SelectedController(
ControllerSet::ApplyControlsRun,
))),
)
.chain()
.run_if(in_state(GameState::Playing)),
);
app.add_systems(Update, head_change.run_if(in_state(GameState::Playing)));
}
#[derive(Resource, Debug, Clone, Copy, Default, PartialEq, Serialize, Deserialize, Reflect)]
pub struct ControlState {
/// Movement direction with a maximum length of 1.0
@@ -43,57 +78,11 @@ impl MapEntities for ControlState {
fn map_entities<E: EntityMapper>(&mut self, _entity_mapper: &mut E) {}
}
#[derive(Resource, Debug, Default)]
struct Controls {
#[cfg(feature = "client")]
keyboard_state: ControlState,
#[cfg(feature = "client")]
gamepad_state: Option<ControlState>,
}
#[derive(Resource, Debug, PartialEq, Eq)]
pub enum CharacterInputEnabled {
On,
Off,
}
#[derive(Event)]
pub struct ControllerSwitchEvent;
#[derive(Resource, Debug, Default, PartialEq)]
pub struct SelectedController(ControllerSet);
pub fn plugin(app: &mut App) {
app.init_resource::<SelectedController>();
app.init_resource::<ControlState>();
app.insert_resource(CharacterInputEnabled::On);
app.add_plugins(controls::plugin);
app.add_plugins(controller_common::plugin);
app.add_plugins(controller_flying::CharacterControllerPlugin);
app.add_plugins(controller_running::CharacterControllerPlugin);
app.add_event::<ControllerSwitchEvent>();
app.configure_sets(
FixedPreUpdate,
ControllerSet::CollectInputs.run_if(in_state(GameState::Playing)),
)
.configure_sets(
FixedUpdate,
(
ControllerSet::ApplyControlsFly.run_if(resource_equals(SelectedController(
ControllerSet::ApplyControlsFly,
))),
ControllerSet::ApplyControlsRun.run_if(resource_equals(SelectedController(
ControllerSet::ApplyControlsRun,
))),
)
.chain()
.run_if(in_state(GameState::Playing)),
);
app.add_systems(Update, head_change.run_if(in_state(GameState::Playing)));
#[derive(Component, Clone, PartialEq, Reflect, Serialize, Deserialize)]
#[reflect(Component)]
pub struct ControllerSettings {
pub deceleration_factor: f32,
pub jump_force: f32,
}
fn head_change(

View File

@@ -12,9 +12,8 @@ use crate::{
cash::CashResource,
character::{self, AnimatedCharacter},
control::{
ControlState,
ControlState, ControllerSettings,
controller_common::{MovementSpeedFactor, PlayerCharacterController},
controls::ControllerSettings,
},
cutscene::StartCutscene,
global_observer,