Stephan/hez 2 npc should loose head if 0 health (#34)

This commit is contained in:
extrawurst
2025-04-20 11:26:06 +02:00
committed by GitHub
parent 7cd4b38ebd
commit 2dcc396666
7 changed files with 107 additions and 12 deletions

71
src/head_drop.rs Normal file
View File

@@ -0,0 +1,71 @@
use crate::{
GameState, billboards::Billboard, global_observer, loading_assets::GameAssets, player::Player,
squish_animation::SquishAnimation,
};
use avian3d::prelude::*;
use bevy::prelude::*;
use std::f32::consts::PI;
#[derive(Event, Reflect)]
pub struct HeadDrops(pub Vec3, pub usize);
#[derive(Component, Reflect)]
#[reflect(Component)]
struct HeadDrop(pub usize);
#[derive(Event, Reflect)]
pub struct HeadCollected(pub usize);
pub fn plugin(app: &mut App) {
app.add_systems(Update, collect_head.run_if(in_state(GameState::Playing)));
global_observer!(app, on_head_drop);
}
fn on_head_drop(trigger: Trigger<HeadDrops>, mut commands: Commands, assets: Res<GameAssets>) {
let HeadDrops(position, id) = trigger.event();
let angle = rand::random::<f32>() * PI * 2.;
let spawn_dir = Quat::from_rotation_y(angle) * Vec3::new(0.5, 0.6, 0.).normalize();
commands
.spawn((
Name::new("headdrop"),
HeadDrop(*id),
Transform::from_translation(*position),
Visibility::default(),
Collider::sphere(1.5),
ExternalImpulse::new(spawn_dir * 180.).with_persistence(false),
LockedAxes::ROTATION_LOCKED,
RigidBody::Dynamic,
Restitution::new(0.6),
))
.with_child((
Billboard,
SquishAnimation(2.6),
SceneRoot(assets.mesh_head_drop.clone()),
));
}
fn collect_head(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_player: Query<&Player>,
query_collectable: Query<&HeadDrop>,
) {
for CollisionStarted(e1, e2) in collision_event_reader.read() {
let collectable = if query_player.contains(*e1) && query_collectable.contains(*e2) {
*e2
} else if query_player.contains(*e2) && query_collectable.contains(*e1) {
*e1
} else {
continue;
};
let key = query_collectable.get(collectable).unwrap();
// commands.trigger(PlaySound::KeyCollect);
commands.trigger(HeadCollected(key.0));
commands.entity(collectable).despawn_recursive();
}
}