unify explosion handling
This commit is contained in:
@@ -3,11 +3,12 @@ use crate::{
|
|||||||
GameState,
|
GameState,
|
||||||
billboards::Billboard,
|
billboards::Billboard,
|
||||||
heads_database::HeadsDatabase,
|
heads_database::HeadsDatabase,
|
||||||
hitpoints::Hit,
|
|
||||||
loading_assets::GameAssets,
|
loading_assets::GameAssets,
|
||||||
physics_layers::GameLayer,
|
physics_layers::GameLayer,
|
||||||
sounds::PlaySound,
|
sounds::PlaySound,
|
||||||
utils::{global_observer, sprite_3d_animation::AnimationTimer, trail::Trail},
|
utils::{
|
||||||
|
explosions::Explosion, global_observer, sprite_3d_animation::AnimationTimer, trail::Trail,
|
||||||
|
},
|
||||||
};
|
};
|
||||||
use avian3d::prelude::*;
|
use avian3d::prelude::*;
|
||||||
use bevy::{pbr::NotShadowCaster, prelude::*};
|
use bevy::{pbr::NotShadowCaster, prelude::*};
|
||||||
@@ -22,13 +23,6 @@ struct MissileProjectile {
|
|||||||
damage: u32,
|
damage: u32,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Event, Debug)]
|
|
||||||
struct Explosion {
|
|
||||||
position: Vec3,
|
|
||||||
radius: f32,
|
|
||||||
damage: u32,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
struct ShotAssets {
|
struct ShotAssets {
|
||||||
image: Handle<Image>,
|
image: Handle<Image>,
|
||||||
@@ -44,33 +38,6 @@ pub fn plugin(app: &mut App) {
|
|||||||
);
|
);
|
||||||
|
|
||||||
global_observer!(app, on_trigger_missile);
|
global_observer!(app, on_trigger_missile);
|
||||||
global_observer!(app, on_explosion);
|
|
||||||
}
|
|
||||||
|
|
||||||
fn on_explosion(
|
|
||||||
explosion: Trigger<Explosion>,
|
|
||||||
mut commands: Commands,
|
|
||||||
spatial_query: SpatialQuery,
|
|
||||||
) {
|
|
||||||
let explosion = explosion.event();
|
|
||||||
let intersections = {
|
|
||||||
spatial_query.shape_intersections(
|
|
||||||
&Collider::sphere(explosion.radius),
|
|
||||||
explosion.position,
|
|
||||||
Quat::default(),
|
|
||||||
&SpatialQueryFilter::default().with_mask(LayerMask(
|
|
||||||
GameLayer::Npc.to_bits() | GameLayer::Player.to_bits(),
|
|
||||||
)),
|
|
||||||
)
|
|
||||||
};
|
|
||||||
|
|
||||||
for entity in intersections.iter() {
|
|
||||||
if let Ok(mut e) = commands.get_entity(*entity) {
|
|
||||||
e.trigger(Hit {
|
|
||||||
damage: explosion.damage,
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
|
fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
|
||||||
|
|||||||
@@ -3,11 +3,13 @@ use crate::{
|
|||||||
GameState,
|
GameState,
|
||||||
billboards::Billboard,
|
billboards::Billboard,
|
||||||
heads_database::HeadsDatabase,
|
heads_database::HeadsDatabase,
|
||||||
hitpoints::Hit,
|
|
||||||
loading_assets::GameAssets,
|
loading_assets::GameAssets,
|
||||||
physics_layers::GameLayer,
|
physics_layers::GameLayer,
|
||||||
sounds::PlaySound,
|
sounds::PlaySound,
|
||||||
utils::{auto_rotate::AutoRotation, global_observer, sprite_3d_animation::AnimationTimer},
|
utils::{
|
||||||
|
auto_rotate::AutoRotation, explosions::Explosion, global_observer,
|
||||||
|
sprite_3d_animation::AnimationTimer,
|
||||||
|
},
|
||||||
};
|
};
|
||||||
use avian3d::prelude::*;
|
use avian3d::prelude::*;
|
||||||
use bevy::{pbr::NotShadowCaster, prelude::*};
|
use bevy::{pbr::NotShadowCaster, prelude::*};
|
||||||
@@ -21,13 +23,6 @@ struct ThrownProjectile {
|
|||||||
damage: u32,
|
damage: u32,
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Event, Debug)]
|
|
||||||
struct Explosion {
|
|
||||||
position: Vec3,
|
|
||||||
radius: f32,
|
|
||||||
damage: u32,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Resource)]
|
#[derive(Resource)]
|
||||||
struct ShotAssets {
|
struct ShotAssets {
|
||||||
image: Handle<Image>,
|
image: Handle<Image>,
|
||||||
@@ -39,33 +34,6 @@ pub fn plugin(app: &mut App) {
|
|||||||
app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
|
app.add_systems(Update, shot_collision.run_if(in_state(GameState::Playing)));
|
||||||
|
|
||||||
global_observer!(app, on_trigger_thrown);
|
global_observer!(app, on_trigger_thrown);
|
||||||
global_observer!(app, on_explosion);
|
|
||||||
}
|
|
||||||
|
|
||||||
fn on_explosion(
|
|
||||||
explosion: Trigger<Explosion>,
|
|
||||||
mut commands: Commands,
|
|
||||||
spatial_query: SpatialQuery,
|
|
||||||
) {
|
|
||||||
let explosion = explosion.event();
|
|
||||||
let intersections = {
|
|
||||||
spatial_query.shape_intersections(
|
|
||||||
&Collider::sphere(explosion.radius),
|
|
||||||
explosion.position,
|
|
||||||
Quat::default(),
|
|
||||||
&SpatialQueryFilter::default().with_mask(LayerMask(
|
|
||||||
GameLayer::Npc.to_bits() | GameLayer::Player.to_bits(),
|
|
||||||
)),
|
|
||||||
)
|
|
||||||
};
|
|
||||||
|
|
||||||
for entity in intersections.iter() {
|
|
||||||
if let Ok(mut e) = commands.get_entity(*entity) {
|
|
||||||
e.trigger(Hit {
|
|
||||||
damage: explosion.damage,
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
|
fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
|
||||||
|
|||||||
@@ -47,7 +47,7 @@ use loading_assets::AudioAssets;
|
|||||||
use std::io::{Read, Write};
|
use std::io::{Read, Write};
|
||||||
use utils::{billboards, sprite_3d_animation, squish_animation, trail};
|
use utils::{billboards, sprite_3d_animation, squish_animation, trail};
|
||||||
|
|
||||||
use crate::utils::auto_rotate;
|
use crate::utils::{auto_rotate, explosions};
|
||||||
|
|
||||||
#[derive(Resource, Reflect, Debug)]
|
#[derive(Resource, Reflect, Debug)]
|
||||||
#[reflect(Resource)]
|
#[reflect(Resource)]
|
||||||
@@ -173,6 +173,7 @@ fn main() {
|
|||||||
app.add_plugins(auto_rotate::plugin);
|
app.add_plugins(auto_rotate::plugin);
|
||||||
app.add_plugins(heal_effect::plugin);
|
app.add_plugins(heal_effect::plugin);
|
||||||
app.add_plugins(tb_entities::plugin);
|
app.add_plugins(tb_entities::plugin);
|
||||||
|
app.add_plugins(explosions::plugin);
|
||||||
|
|
||||||
app.init_state::<GameState>();
|
app.init_state::<GameState>();
|
||||||
|
|
||||||
|
|||||||
41
src/utils/explosions.rs
Normal file
41
src/utils/explosions.rs
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
use avian3d::prelude::*;
|
||||||
|
use bevy::prelude::*;
|
||||||
|
|
||||||
|
use crate::{global_observer, hitpoints::Hit, physics_layers::GameLayer};
|
||||||
|
|
||||||
|
#[derive(Event, Debug)]
|
||||||
|
pub struct Explosion {
|
||||||
|
pub position: Vec3,
|
||||||
|
pub radius: f32,
|
||||||
|
pub damage: u32,
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn plugin(app: &mut App) {
|
||||||
|
global_observer!(app, on_explosion);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn on_explosion(
|
||||||
|
explosion: Trigger<Explosion>,
|
||||||
|
mut commands: Commands,
|
||||||
|
spatial_query: SpatialQuery,
|
||||||
|
) {
|
||||||
|
let explosion = explosion.event();
|
||||||
|
let intersections = {
|
||||||
|
spatial_query.shape_intersections(
|
||||||
|
&Collider::sphere(explosion.radius),
|
||||||
|
explosion.position,
|
||||||
|
Quat::default(),
|
||||||
|
&SpatialQueryFilter::default().with_mask(LayerMask(
|
||||||
|
GameLayer::Npc.to_bits() | GameLayer::Player.to_bits(),
|
||||||
|
)),
|
||||||
|
)
|
||||||
|
};
|
||||||
|
|
||||||
|
for entity in intersections.iter() {
|
||||||
|
if let Ok(mut e) = commands.get_entity(*entity) {
|
||||||
|
e.trigger(Hit {
|
||||||
|
damage: explosion.damage,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
pub mod auto_rotate;
|
pub mod auto_rotate;
|
||||||
pub mod billboards;
|
pub mod billboards;
|
||||||
|
pub mod explosions;
|
||||||
pub mod observers;
|
pub mod observers;
|
||||||
pub mod sprite_3d_animation;
|
pub mod sprite_3d_animation;
|
||||||
pub mod squish_animation;
|
pub mod squish_animation;
|
||||||
|
|||||||
Reference in New Issue
Block a user