Revert "clippy fixes"

This reverts commit f6e94cfd32.
This commit is contained in:
2025-06-29 10:54:59 +02:00
parent f6e94cfd32
commit 5d4c7630ef
65 changed files with 85 additions and 495 deletions

118
src/abilities/arrow.rs Normal file
View File

@@ -0,0 +1,118 @@
use super::TriggerArrow;
use crate::{
GameState, billboards::Billboard, global_observer, heads_database::HeadsDatabase,
hitpoints::Hit, loading_assets::GameAssets, physics_layers::GameLayer, sounds::PlaySound,
utils::sprite_3d_animation::AnimationTimer,
};
use avian3d::prelude::*;
use bevy::{pbr::NotShadowCaster, prelude::*};
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use std::f32::consts::PI;
#[derive(Component)]
struct ArrowProjectile {
damage: u32,
}
#[derive(Resource)]
struct ShotAssets {
image: Handle<Image>,
layout: Handle<TextureAtlasLayout>,
}
pub fn plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(Update, update.run_if(in_state(GameState::Playing)));
global_observer!(app, on_trigger_arrow);
}
fn setup(mut commands: Commands, assets: Res<GameAssets>, mut sprite_params: Sprite3dParams) {
let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None);
let texture_atlas_layout = sprite_params.atlas_layouts.add(layout);
commands.insert_resource(ShotAssets {
image: assets.impact_atlas.clone(),
layout: texture_atlas_layout,
});
}
fn on_trigger_arrow(
trigger: Trigger<TriggerArrow>,
mut commands: Commands,
query_transform: Query<&Transform>,
heads_db: Res<HeadsDatabase>,
) {
let state = trigger.0;
commands.trigger(PlaySound::Crossbow);
let rotation = if let Some(target) = state.target {
let t = query_transform
.get(target)
.expect("target must have transform");
Transform::from_translation(state.pos)
.looking_at(t.translation, Vec3::Y)
.rotation
} else {
state.rot.mul_quat(Quat::from_rotation_y(PI))
};
let mut t = Transform::from_translation(state.pos).with_rotation(rotation);
t.translation += t.forward().as_vec3() * 2.;
let damage = heads_db.head_stats(state.head).damage;
commands.spawn((Name::new("projectile-arrow"), ArrowProjectile { damage }, t));
}
fn update(
mut cmds: Commands,
query: Query<(Entity, &Transform, &ArrowProjectile)>,
spatial_query: SpatialQuery,
assets: Res<ShotAssets>,
mut sprite_params: Sprite3dParams,
) {
for (e, t, arrow) in query.iter() {
let filter = SpatialQueryFilter::from_mask(LayerMask(
GameLayer::Level.to_bits() | GameLayer::Npc.to_bits(),
));
if let Some(first_hit) = spatial_query.cast_shape(
&Collider::sphere(0.5),
t.translation,
t.rotation,
t.forward(),
&ShapeCastConfig::from_max_distance(150.),
&filter,
) {
cmds.entity(first_hit.entity).trigger(Hit {
damage: arrow.damage,
});
cmds.spawn(
Sprite3dBuilder {
image: assets.image.clone(),
pixels_per_metre: 128.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
}
.bundle_with_atlas(
&mut sprite_params,
TextureAtlas {
layout: assets.layout.clone(),
index: 0,
},
),
)
.insert((
Billboard::All,
Transform::from_translation(first_hit.point1),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.005, TimerMode::Repeating)),
));
}
cmds.entity(e).despawn();
}
}