move heads_ui in client only module
This commit is contained in:
212
crates/hedz_reloaded/src/client/ui/backpack_ui.rs
Normal file
212
crates/hedz_reloaded/src/client/ui/backpack_ui.rs
Normal file
@@ -0,0 +1,212 @@
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use crate::{
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GameState, HEDZ_GREEN,
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backpack::backpack_ui::{
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BACKPACK_HEAD_SLOTS, BackpackCountText, BackpackMarker, BackpackUiState, HeadDamage,
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HeadImage, HeadSelector,
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},
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client::ui::heads_ui::HeadsImages,
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loading_assets::UIAssets,
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};
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use bevy::{ecs::spawn::SpawnIter, prelude::*};
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(
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FixedUpdate,
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(update, update_visibility, update_count).run_if(in_state(GameState::Playing)),
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);
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}
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fn setup(mut commands: Commands, assets: Res<UIAssets>) {
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commands.spawn((
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Name::new("backpack-ui"),
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BackpackMarker,
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Visibility::Hidden,
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(20.0),
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right: Val::Px(20.0),
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height: Val::Px(74.0),
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..default()
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},
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Children::spawn(SpawnIter((0..BACKPACK_HEAD_SLOTS).map({
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let bg = assets.head_bg.clone();
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let regular = assets.head_regular.clone();
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let selector = assets.head_selector.clone();
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let damage = assets.head_damage.clone();
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move |i| {
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spawn_head_ui(
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bg.clone(),
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regular.clone(),
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selector.clone(),
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damage.clone(),
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i,
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)
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}
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}))),
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));
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commands.spawn((
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Name::new("backpack-head-count-ui"),
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Text::new("0"),
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TextShadow::default(),
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BackpackCountText,
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TextFont {
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font: assets.font.clone(),
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font_size: 34.0,
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..default()
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},
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TextColor(HEDZ_GREEN.into()),
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TextLayout::new_with_justify(Justify::Center),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(20.0),
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right: Val::Px(20.0),
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..default()
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},
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));
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}
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fn spawn_head_ui(
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bg: Handle<Image>,
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regular: Handle<Image>,
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selector: Handle<Image>,
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damage: Handle<Image>,
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head_slot: usize,
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) -> impl Bundle {
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const SIZE: f32 = 90.0;
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const DAMAGE_SIZE: f32 = 74.0;
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(
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Node {
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position_type: PositionType::Relative,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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width: Val::Px(SIZE),
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..default()
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},
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children![
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(
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Name::new("selector"),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(-30.0),
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..default()
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},
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Visibility::Hidden,
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ImageNode::new(selector).with_flip_y(),
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HeadSelector(head_slot),
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),
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(
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Name::new("bg"),
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ImageNode::new(bg),
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),
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(
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Name::new("head"),
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ImageNode::default(),
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Visibility::Hidden,
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HeadImage(head_slot),
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),
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(
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Name::new("rings"),
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ImageNode::new(regular),
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),
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(
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Name::new("health"),
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Node {
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height: Val::Px(DAMAGE_SIZE),
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width: Val::Px(DAMAGE_SIZE),
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..default()
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},
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children![(
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Name::new("damage_ring"),
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HeadDamage(head_slot),
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Node {
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position_type: PositionType::Absolute,
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display: Display::Block,
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overflow: Overflow::clip(),
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top: Val::Px(0.),
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left: Val::Px(0.),
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right: Val::Px(0.),
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height: Val::Percent(0.),
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..default()
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},
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children![ImageNode::new(damage)]
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)]
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)
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],
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)
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}
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fn update_visibility(
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state: Single<&BackpackUiState, Changed<BackpackUiState>>,
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mut backpack: Single<&mut Visibility, (With<BackpackMarker>, Without<BackpackCountText>)>,
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mut count: Single<&mut Visibility, (Without<BackpackMarker>, With<BackpackCountText>)>,
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) {
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**backpack = if state.open {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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**count = if !state.open {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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}
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fn update_count(
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state: Single<&BackpackUiState, Changed<BackpackUiState>>,
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text: Option<Single<Entity, With<BackpackCountText>>>,
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mut writer: TextUiWriter,
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) {
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let Some(text) = text else {
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return;
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};
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*writer.text(*text, 0) = state.count.to_string();
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}
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fn update(
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state: Single<&BackpackUiState, Changed<BackpackUiState>>,
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heads_images: Res<HeadsImages>,
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mut head_image: Query<(&HeadImage, &mut Visibility, &mut ImageNode), Without<HeadSelector>>,
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mut head_damage: Query<(&HeadDamage, &mut Node), Without<HeadSelector>>,
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mut head_selector: Query<(&HeadSelector, &mut Visibility), Without<HeadImage>>,
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) {
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for (HeadImage(head), mut vis, mut image) in head_image.iter_mut() {
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if let Some(head) = &state.heads[*head] {
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*vis = Visibility::Inherited;
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image.image = heads_images.heads[head.head].clone();
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} else {
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*vis = Visibility::Hidden;
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}
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}
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for (HeadDamage(head), mut node) in head_damage.iter_mut() {
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if let Some(head) = &state.heads[*head] {
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node.height = Val::Percent(head.damage() * 100.0);
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}
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}
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for (HeadSelector(head), mut vis) in head_selector.iter_mut() {
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*vis = if *head == state.relative_current_slot() {
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Visibility::Inherited
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} else {
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Visibility::Hidden
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};
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}
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}
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278
crates/hedz_reloaded/src/client/ui/heads_ui.rs
Normal file
278
crates/hedz_reloaded/src/client/ui/heads_ui.rs
Normal file
@@ -0,0 +1,278 @@
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use crate::{
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GameState,
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backpack::UiHeadState,
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heads::{ActiveHeads, HEAD_COUNT, HEAD_SLOTS},
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heads_database::HeadsDatabase,
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loading_assets::UIAssets,
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player::LocalPlayer,
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};
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use bevy::{ecs::spawn::SpawnIter, prelude::*};
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use serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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#[derive(Resource, Default)]
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pub struct HeadsImages {
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pub heads: Vec<Handle<Image>>,
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}
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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struct HeadSelector(pub usize);
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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struct HeadImage(pub usize);
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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struct HeadDamage(pub usize);
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#[derive(Resource, Default, Reflect, Serialize, Deserialize, PartialEq)]
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#[reflect(Resource)]
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struct UiActiveHeads {
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heads: [Option<UiHeadState>; 5],
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selected_slot: usize,
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}
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pub fn plugin(app: &mut App) {
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app.register_type::<HeadDamage>();
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app.register_type::<UiActiveHeads>();
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app.init_resource::<UiActiveHeads>();
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app.add_systems(OnEnter(GameState::Playing), (setup, setup_heads_images));
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app.add_systems(FixedUpdate, sync.run_if(in_state(GameState::Playing)));
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app.add_systems(
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FixedUpdate,
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(update, update_ammo, update_health).run_if(in_state(GameState::Playing)),
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);
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}
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fn setup_heads_images(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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heads: Res<HeadsDatabase>,
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) {
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// TODO: load via asset loader
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let heads = (0usize..HEAD_COUNT)
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.map(|i| asset_server.load(format!("ui/heads/{}.png", heads.head_key(i))))
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.collect();
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commands.insert_resource(HeadsImages { heads });
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}
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fn setup(mut commands: Commands, assets: Res<UIAssets>) {
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commands.spawn((
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Name::new("heads-ui"),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(20.0),
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right: Val::Px(20.0),
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height: Val::Px(74.0),
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..default()
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},
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Children::spawn(SpawnIter((0..HEAD_SLOTS).map({
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let bg = assets.head_bg.clone();
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let regular = assets.head_regular.clone();
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let selector = assets.head_selector.clone();
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let damage = assets.head_damage.clone();
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move |i| {
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spawn_head_ui(
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bg.clone(),
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regular.clone(),
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selector.clone(),
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damage.clone(),
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i,
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)
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}
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}))),
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));
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}
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fn spawn_head_ui(
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bg: Handle<Image>,
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regular: Handle<Image>,
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selector: Handle<Image>,
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damage: Handle<Image>,
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head_slot: usize,
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) -> impl Bundle {
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const SIZE: f32 = 90.0;
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const DAMAGE_SIZE: f32 = 74.0;
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(
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Node {
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position_type: PositionType::Relative,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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width: Val::Px(SIZE),
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..default()
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},
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children![
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(
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(-30.0),
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..default()
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},
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Visibility::Hidden,
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ImageNode::new(selector),
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HeadSelector(head_slot),
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),
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(
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ImageNode::new(bg),
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),
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(
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Name::new("head-icon"),
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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BorderRadius::all(Val::Px(9999.)),
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ImageNode::default(),
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Visibility::Hidden,
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HeadImage(head_slot),
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children![(
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Node {
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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..default()
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},
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BorderRadius::all(Val::Px(9999.)),
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HeadImage(0),
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ImageNode {
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color: Color::linear_rgba(0.0, 0.0, 0.0, 0.0),
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..default()
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},
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BackgroundGradient::from(ConicGradient {
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start: 0.,
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stops: vec![
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AngularColorStop::new(Color::linear_rgba(0., 0., 0., 0.9), 0.),
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AngularColorStop::new(Color::linear_rgba(0., 0., 0., 0.9), PI * 1.5),
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AngularColorStop::new(Color::linear_rgba(0., 0., 0., 0.0), PI * 1.5),
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],
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position: UiPosition::CENTER,
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color_space: InterpolationColorSpace::Srgba,
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}),
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)]
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),
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(
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ImageNode::new(regular),
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),
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(
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Node {
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height: Val::Px(DAMAGE_SIZE),
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width: Val::Px(DAMAGE_SIZE),
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..default()
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},
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children![(
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HeadDamage(head_slot),
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Node {
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position_type: PositionType::Absolute,
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display: Display::Block,
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overflow: Overflow::clip(),
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top: Val::Px(0.),
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left: Val::Px(0.),
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right: Val::Px(0.),
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height: Val::Percent(25.),
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..default()
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},
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children![ImageNode::new(damage)]
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)]
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)
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],
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)
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}
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#[cfg(feature = "client")]
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fn update(
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res: Res<UiActiveHeads>,
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heads_images: Res<HeadsImages>,
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mut head_image: Query<(&HeadImage, &mut Visibility, &mut ImageNode), Without<HeadSelector>>,
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mut head_selector: Query<(&HeadSelector, &mut Visibility), Without<HeadImage>>,
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) {
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for (HeadImage(head), mut vis, mut image) in head_image.iter_mut() {
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if let Some(head) = res.heads[*head] {
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*vis = Visibility::Visible;
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image.image = heads_images.heads[head.head].clone();
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} else {
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*vis = Visibility::Hidden;
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}
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}
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for (HeadSelector(head), mut vis) in head_selector.iter_mut() {
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*vis = if *head == res.selected_slot {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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}
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}
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#[cfg(feature = "client")]
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fn update_ammo(
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res: Res<UiActiveHeads>,
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heads: Query<&HeadImage>,
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mut gradients: Query<(&mut BackgroundGradient, &ChildOf)>,
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) {
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if !res.is_changed() {
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return;
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}
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for (mut gradient, child_of) in gradients.iter_mut() {
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let Ok(HeadImage(head)) = heads.get(child_of.parent()) else {
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continue;
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};
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if let Some(head) = res.heads[*head] {
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let Gradient::Conic(gradient) = &mut gradient.0[0] else {
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continue;
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};
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let progress = if let Some(reloading) = head.reloading() {
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1. - reloading
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} else {
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head.ammo_used()
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};
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let angle = progress * PI * 2.0;
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gradient.stops[1].angle = Some(angle);
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gradient.stops[2].angle = Some(angle);
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}
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}
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}
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#[cfg(feature = "client")]
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fn update_health(res: Res<UiActiveHeads>, mut query: Query<(&mut Node, &HeadDamage)>) {
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if res.is_changed() {
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for (mut node, HeadDamage(head)) in query.iter_mut() {
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node.height =
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Val::Percent(res.heads[*head].map(|head| head.damage()).unwrap_or(0.) * 100.);
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}
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}
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}
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fn sync(
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active_heads: Single<Ref<ActiveHeads>, With<LocalPlayer>>,
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mut state: ResMut<UiActiveHeads>,
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time: Res<Time>,
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) {
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if active_heads.is_changed() || active_heads.reloading() {
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state.selected_slot = active_heads.slot();
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for i in 0..HEAD_SLOTS {
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state.heads[i] = active_heads
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.head(i)
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.map(|state| UiHeadState::new(state, time.elapsed_secs()));
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}
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}
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}
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@@ -1,7 +1,13 @@
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mod backpack_ui;
|
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mod heads_ui;
|
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mod pause;
|
||||
|
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pub use heads_ui::HeadsImages;
|
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|
||||
use bevy::prelude::*;
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
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app.add_plugins(heads_ui::plugin);
|
||||
app.add_plugins(backpack_ui::plugin);
|
||||
app.add_plugins(pause::plugin);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user