Uninterruptible shooting animations (#49)

This commit is contained in:
PROMETHIA-27
2025-06-23 08:06:36 -04:00
committed by GitHub
parent b5d15187dd
commit 376ae8c770
3 changed files with 62 additions and 6 deletions

View File

@@ -1,5 +1,5 @@
([ ([
/*00*/(key:"angry demonstrator", ability:Thrown, aps:2, ammo:10, range:90, damage:25, projectile:"molotov"), /*00*/(key:"angry demonstrator", ability:Thrown, aps:2, ammo:10, range:90, damage:25, projectile:"molotov", interrupt_shoot:false),
/*01*/(key:"carnival knife thrower", ability:Arrow, range:60, ammo:5), /*01*/(key:"carnival knife thrower", ability:Arrow, range:60, ammo:5),
/*02*/(key:"chicago gangster", ability:Gun, ammo:25, range:60), /*02*/(key:"chicago gangster", ability:Gun, ammo:25, range:60),
/*03*/(key:"commando", ability:Gun, aps:7.4, ammo:26, range:60, damage:12), /*03*/(key:"commando", ability:Gun, aps:7.4, ammo:26, range:60, damage:12),

View File

@@ -1,4 +1,6 @@
use crate::{GameState, character::CharacterAnimations}; use crate::{
GameState, character::CharacterAnimations, head::ActiveHead, heads_database::HeadsDatabase,
};
use bevy::{animation::RepeatAnimation, ecs::query::QueryData, prelude::*}; use bevy::{animation::RepeatAnimation, ecs::query::QueryData, prelude::*};
use std::time::Duration; use std::time::Duration;
@@ -71,24 +73,70 @@ fn update_animation(
&CharacterAnimations, &CharacterAnimations,
&mut AnimationFlags, &mut AnimationFlags,
)>, )>,
character: Query<&ActiveHead>,
headdb: Res<HeadsDatabase>,
) { ) {
for (mut controller, anims, mut flags) in animated.iter_mut() { for (mut controller, anims, mut flags) in animated.iter_mut() {
if flags.shooting && flags.any_direction && anims.run_shoot.is_some() { let head = character.get(anims.of_character).unwrap();
let head = headdb.head_stats(head.0);
let is_playing_shoot = anims.shoot.is_some()
&& controller.is_playing(anims.shoot.unwrap())
&& !controller
.player
.animation(anims.shoot.unwrap())
.unwrap()
.is_finished();
let is_playing_run_shoot = anims.run_shoot.is_some()
&& controller.is_playing(anims.run_shoot.unwrap())
&& !controller
.player
.animation(anims.run_shoot.unwrap())
.unwrap()
.is_finished();
let wait_for_shoot = !head.interrupt_shoot && (is_playing_shoot || is_playing_run_shoot);
if wait_for_shoot {
return;
} else if flags.shooting && flags.any_direction && anims.run_shoot.is_some() {
if !controller.is_playing(anims.run_shoot.unwrap()) { if !controller.is_playing(anims.run_shoot.unwrap()) {
controller.play( controller.play(
anims.run_shoot.unwrap(), anims.run_shoot.unwrap(),
DEFAULT_TRANSITION_DURATION, DEFAULT_TRANSITION_DURATION,
RepeatAnimation::Forever, RepeatAnimation::Never,
); );
} }
if controller
.player
.animation(anims.run_shoot.unwrap())
.unwrap()
.is_finished()
{
controller
.player
.animation_mut(anims.run_shoot.unwrap())
.unwrap()
.replay();
}
} else if flags.shooting && anims.shoot.is_some() { } else if flags.shooting && anims.shoot.is_some() {
if !controller.is_playing(anims.shoot.unwrap()) { if !controller.is_playing(anims.shoot.unwrap()) {
controller.play( controller.play(
anims.shoot.unwrap(), anims.shoot.unwrap(),
DEFAULT_TRANSITION_DURATION, DEFAULT_TRANSITION_DURATION,
RepeatAnimation::Forever, RepeatAnimation::Never,
); );
} }
if controller
.player
.animation(anims.shoot.unwrap())
.unwrap()
.is_finished()
{
controller
.player
.animation_mut(anims.shoot.unwrap())
.unwrap()
.replay();
}
} else if flags.hit { } else if flags.hit {
if !controller.is_playing(anims.hit) { if !controller.is_playing(anims.hit) {
controller.play( controller.play(

View File

@@ -24,9 +24,13 @@ pub struct HeadStats {
pub ammo: u32, pub ammo: u32,
#[serde(default)] #[serde(default)]
pub damage: u32, pub damage: u32,
// ability per second /// ability per second
#[serde(default = "default_aps")] #[serde(default = "default_aps")]
pub aps: f32, pub aps: f32,
#[serde(default = "default_interrupt_shoot")]
pub interrupt_shoot: bool,
#[serde(default)]
pub shoot_offset: f32,
} }
fn default_aps() -> f32 { fn default_aps() -> f32 {
@@ -37,6 +41,10 @@ fn default_ammo() -> u32 {
10 10
} }
fn default_interrupt_shoot() -> bool {
true
}
#[derive(Debug, Asset, Reflect, Serialize, Deserialize)] #[derive(Debug, Asset, Reflect, Serialize, Deserialize)]
pub struct HeadDatabaseAsset(pub Vec<HeadStats>); pub struct HeadDatabaseAsset(pub Vec<HeadStats>);