Client/Server Feature Split (#63)
This commit is contained in:
@@ -6,14 +6,11 @@ use crate::{
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physics_layers::GameLayer,
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protocol::GltfSceneRoot,
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tb_entities::EnemySpawn,
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utils::{
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auto_rotate::AutoRotation,
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commands::{CommandExt, EntityCommandExt},
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global_observer,
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},
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utils::{auto_rotate::AutoRotation, commands::CommandExt, global_observer},
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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#[cfg(feature = "server")]
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use lightyear::prelude::{NetworkTarget, Replicate};
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use std::f32::consts::PI;
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@@ -63,29 +60,30 @@ fn on_trigger_missile(
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let mut transform = Transform::from_translation(state.pos).with_rotation(rotation);
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transform.translation += transform.forward().as_vec3() * 2.0;
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commands
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.spawn((
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Name::new("projectile-missile"),
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CurverProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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},
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Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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CollisionEventsEnabled,
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Visibility::default(),
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transform,
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children![(
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Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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GltfSceneRoot::Projectile(head.projectile.clone()),
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),],
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))
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.insert_server(Replicate::to_clients(NetworkTarget::All));
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let mut _projectile = commands.spawn((
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Name::new("projectile-missile"),
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CurverProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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},
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Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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CollisionEventsEnabled,
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Visibility::default(),
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transform,
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children![(
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Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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GltfSceneRoot::Projectile(head.projectile.clone()),
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),],
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));
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#[cfg(feature = "server")]
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_projectile.insert(Replicate::to_clients(NetworkTarget::All));
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}
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fn enemy_hit(
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@@ -6,15 +6,11 @@ use crate::{
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physics_layers::GameLayer,
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protocol::GltfSceneRoot,
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sounds::PlaySound,
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utils::{
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commands::{CommandExt, EntityCommandExt},
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explosions::Explosion,
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global_observer,
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trail::Trail,
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},
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utils::{commands::CommandExt, explosions::Explosion, global_observer, trail::Trail},
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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#[cfg(feature = "server")]
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use lightyear::prelude::{NetworkTarget, Replicate};
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use std::f32::consts::PI;
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@@ -63,46 +59,46 @@ fn on_trigger_missile(
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let mut transform = Transform::from_translation(state.pos).with_rotation(rotation);
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transform.translation += transform.forward().as_vec3() * 2.0;
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commands
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.spawn((
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Name::new("projectile-missile"),
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MissileProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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},
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Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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let mut _projectile = commands.spawn((
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Name::new("projectile-missile"),
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MissileProjectile {
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time: time.elapsed_secs(),
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damage: head.damage,
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},
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Collider::capsule_endpoints(0.4, Vec3::new(0., 0., 2.), Vec3::new(0., 0., -2.)),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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Sensor,
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CollisionEventsEnabled,
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Visibility::default(),
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transform,
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children![
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(
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Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
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GltfSceneRoot::Projectile("missile".to_string()),
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),
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Sensor,
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CollisionEventsEnabled,
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Visibility::default(),
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transform,
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children![
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(
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Transform::from_rotation(Quat::from_rotation_x(PI / 2.).inverse()),
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GltfSceneRoot::Projectile("missile".to_string()),
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),
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(
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Trail::new(
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12,
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LinearRgba::rgb(1., 0.0, 0.),
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LinearRgba::rgb(0.9, 0.9, 0.)
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)
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.with_pos(transform.translation),
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Gizmo {
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handle: gizmo_assets.add(GizmoAsset::default()),
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line_config: GizmoLineConfig {
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width: 10.,
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..default()
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},
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(
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Trail::new(
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12,
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LinearRgba::rgb(1., 0.0, 0.),
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LinearRgba::rgb(0.9, 0.9, 0.)
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)
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.with_pos(transform.translation),
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Gizmo {
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handle: gizmo_assets.add(GizmoAsset::default()),
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line_config: GizmoLineConfig {
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width: 10.,
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..default()
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},
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)
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],
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))
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.insert_server(Replicate::to_clients(NetworkTarget::All));
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..default()
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},
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)
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],
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));
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#[cfg(feature = "server")]
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_projectile.insert(Replicate::to_clients(NetworkTarget::All));
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}
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fn update(mut query: Query<&mut Transform, With<MissileProjectile>>) {
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@@ -18,7 +18,7 @@ use crate::{
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physics_layers::GameLayer,
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player::{Player, PlayerBodyMesh},
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sounds::PlaySound,
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utils::{billboards::Billboard, commands::IsServer, sprite_3d_animation::AnimationTimer},
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utils::{billboards::Billboard, sprite_3d_animation::AnimationTimer},
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};
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use bevy::{pbr::NotShadowCaster, prelude::*};
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use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
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@@ -126,11 +126,10 @@ fn on_trigger_state(
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player: Query<(&ActiveHead, &ActionState<ControlState>), With<Player>>,
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headdb: Res<HeadsDatabase>,
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time: Res<Time>,
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is_server: Option<Res<IsServer>>,
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client: Query<&Client>,
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) {
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if let Ok(client) = client.single()
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&& (client.state == ClientState::Connected && is_server.is_none())
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&& (client.state == ClientState::Connected && cfg!(not(feature = "server")))
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{
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return;
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}
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@@ -7,15 +7,13 @@ use crate::{
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protocol::GltfSceneRoot,
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sounds::PlaySound,
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utils::{
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auto_rotate::AutoRotation,
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commands::{CommandExt, EntityCommandExt},
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explosions::Explosion,
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global_observer,
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auto_rotate::AutoRotation, commands::CommandExt, explosions::Explosion, global_observer,
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},
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy_ballistic::launch_velocity;
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#[cfg(feature = "server")]
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use lightyear::prelude::{NetworkTarget, Replicate};
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use serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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@@ -62,31 +60,32 @@ fn on_trigger_thrown(
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//TODO: projectile db?
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let explosion_animation = !matches!(state.head, 8 | 16);
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commands
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.spawn((
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Transform::from_translation(pos),
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Name::new("projectile-thrown"),
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ThrownProjectile {
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impact_animation: explosion_animation,
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damage: head.damage,
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},
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Collider::sphere(0.4),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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RigidBody::Dynamic,
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CollisionEventsEnabled,
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Mass(0.01),
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LinearVelocity(vel),
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Visibility::default(),
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Sensor,
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))
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.insert_server(Replicate::to_clients(NetworkTarget::All))
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.with_child((
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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GltfSceneRoot::Projectile(head.projectile.clone()),
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));
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let mut projectile = commands.spawn((
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Transform::from_translation(pos),
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Name::new("projectile-thrown"),
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ThrownProjectile {
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impact_animation: explosion_animation,
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damage: head.damage,
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},
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Collider::sphere(0.4),
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CollisionLayers::new(
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LayerMask(GameLayer::Projectile.to_bits()),
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LayerMask(state.target_layer.to_bits() | GameLayer::Level.to_bits()),
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),
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RigidBody::Dynamic,
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CollisionEventsEnabled,
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Mass(0.01),
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LinearVelocity(vel),
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Visibility::default(),
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Sensor,
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));
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projectile.with_child((
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AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
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GltfSceneRoot::Projectile(head.projectile.clone()),
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));
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#[cfg(feature = "server")]
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projectile.insert(Replicate::to_clients(NetworkTarget::All));
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}
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fn shot_collision(
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