reset look around cam properly

This commit is contained in:
2025-05-03 23:26:44 +02:00
parent de0d4a7b9c
commit 366f09d51f

View File

@@ -2,10 +2,7 @@ use avian3d::prelude::*;
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ use crate::{
GameState, GameState, control::ControlState, loading_assets::UIAssets, physics_layers::GameLayer,
control::{ControlState, controller_common::PlayerMovement},
loading_assets::UIAssets,
physics_layers::GameLayer,
}; };
#[derive(Component, Reflect, Debug)] #[derive(Component, Reflect, Debug)]
@@ -152,16 +149,9 @@ fn update(
*cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y); *cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y);
} }
fn rotate_view( fn rotate_view(controls: Res<ControlState>, mut cam: Single<&mut CameraRotationInput>) {
controls: Res<ControlState>,
mut cam: Single<&mut CameraRotationInput>,
movement: Res<PlayerMovement>,
) {
if !controls.view_mode { if !controls.view_mode {
if movement.any_direction { cam.x = 0.;
cam.x = 0.;
}
return; return;
} }