60
crates/shared/src/aim/marker.rs
Normal file
60
crates/shared/src/aim/marker.rs
Normal file
@@ -0,0 +1,60 @@
|
||||
use crate::{GameState, global_observer, loading_assets::UIAssets, utils::billboards::Billboard};
|
||||
use bevy::prelude::*;
|
||||
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
|
||||
use ops::sin;
|
||||
|
||||
#[derive(Component, Reflect)]
|
||||
#[reflect(Component)]
|
||||
struct TargetMarker;
|
||||
|
||||
#[derive(Event)]
|
||||
pub enum MarkerEvent {
|
||||
Spawn(Entity),
|
||||
Despawn,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing)));
|
||||
global_observer!(app, marker_event);
|
||||
}
|
||||
|
||||
fn move_marker(mut query: Query<&mut Transform, With<TargetMarker>>, time: Res<Time>) {
|
||||
for mut transform in query.iter_mut() {
|
||||
transform.translation = Vec3::new(0., 3. + (sin(time.elapsed_secs() * 6.) * 0.2), 0.);
|
||||
}
|
||||
}
|
||||
|
||||
fn marker_event(
|
||||
trigger: Trigger<MarkerEvent>,
|
||||
mut commands: Commands,
|
||||
assets: Res<UIAssets>,
|
||||
mut sprite_params: Sprite3dParams,
|
||||
marker: Query<Entity, With<TargetMarker>>,
|
||||
) {
|
||||
for m in marker.iter() {
|
||||
commands.entity(m).despawn();
|
||||
}
|
||||
|
||||
let MarkerEvent::Spawn(target) = trigger.event() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let id = commands
|
||||
.spawn((
|
||||
Name::new("aim-marker"),
|
||||
Billboard::All,
|
||||
TargetMarker,
|
||||
Transform::default(),
|
||||
Sprite3dBuilder {
|
||||
image: assets.head_selector.clone(),
|
||||
pixels_per_metre: 30.,
|
||||
alpha_mode: AlphaMode::Blend,
|
||||
unlit: true,
|
||||
..default()
|
||||
}
|
||||
.bundle(&mut sprite_params),
|
||||
))
|
||||
.id();
|
||||
|
||||
commands.entity(*target).add_child(id);
|
||||
}
|
||||
206
crates/shared/src/aim/mod.rs
Normal file
206
crates/shared/src/aim/mod.rs
Normal file
@@ -0,0 +1,206 @@
|
||||
mod marker;
|
||||
mod target_ui;
|
||||
|
||||
use crate::{
|
||||
GameState,
|
||||
head::ActiveHead,
|
||||
heads_database::HeadsDatabase,
|
||||
hitpoints::Hitpoints,
|
||||
physics_layers::GameLayer,
|
||||
player::{Player, PlayerBodyMesh},
|
||||
tb_entities::EnemySpawn,
|
||||
};
|
||||
use avian3d::prelude::*;
|
||||
use bevy::prelude::*;
|
||||
use marker::MarkerEvent;
|
||||
use std::f32::consts::PI;
|
||||
|
||||
#[derive(Component, Reflect, Default, Deref)]
|
||||
#[reflect(Component)]
|
||||
pub struct AimTarget(pub Option<Entity>);
|
||||
|
||||
#[derive(Component, Reflect)]
|
||||
#[reflect(Component)]
|
||||
#[require(AimTarget)]
|
||||
pub struct AimState {
|
||||
pub range: f32,
|
||||
pub max_angle: f32,
|
||||
pub spawn_marker: bool,
|
||||
}
|
||||
|
||||
impl Default for AimState {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
range: 80.,
|
||||
max_angle: PI / 8.,
|
||||
spawn_marker: true,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_plugins(target_ui::plugin);
|
||||
app.add_plugins(marker::plugin);
|
||||
|
||||
app.add_systems(
|
||||
Update,
|
||||
(update_player_aim, update_npc_aim, head_change).run_if(in_state(GameState::Playing)),
|
||||
);
|
||||
app.add_systems(Update, add_aim);
|
||||
}
|
||||
|
||||
fn add_aim(mut commands: Commands, query: Query<Entity, Added<ActiveHead>>) {
|
||||
for e in query.iter() {
|
||||
commands.entity(e).insert(AimState::default());
|
||||
}
|
||||
}
|
||||
|
||||
fn head_change(
|
||||
mut query: Query<(&ActiveHead, &mut AimState), Changed<ActiveHead>>,
|
||||
heads_db: Res<HeadsDatabase>,
|
||||
) {
|
||||
for (head, mut state) in query.iter_mut() {
|
||||
// info!("head changed: {}", head.0);
|
||||
// state.max_angle = if head.0 == 0 { PI / 8. } else { PI / 2. }
|
||||
let stats = heads_db.head_stats(head.0);
|
||||
state.range = stats.range;
|
||||
}
|
||||
}
|
||||
|
||||
fn update_player_aim(
|
||||
mut commands: Commands,
|
||||
potential_targets: Query<(Entity, &Transform), With<Hitpoints>>,
|
||||
player_rot: Query<(&Transform, &GlobalTransform), With<PlayerBodyMesh>>,
|
||||
mut player_aim: Query<(Entity, &AimState, &mut AimTarget), With<Player>>,
|
||||
spatial_query: SpatialQuery,
|
||||
) {
|
||||
let Some((player, state, mut aim_target)) = player_aim.iter_mut().next() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let Some((player_pos, player_forward)) = player_rot
|
||||
.iter()
|
||||
.next()
|
||||
.map(|(t, global)| (global.translation(), t.forward()))
|
||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
let mut new_target = None;
|
||||
let mut target_distance = f32::MAX;
|
||||
|
||||
for (e, t) in potential_targets.iter() {
|
||||
if e == player {
|
||||
continue;
|
||||
}
|
||||
|
||||
let delta = player_pos - t.translation;
|
||||
|
||||
let distance = delta.length();
|
||||
|
||||
if distance > state.range {
|
||||
continue;
|
||||
}
|
||||
|
||||
let angle = player_forward.angle_between(delta.normalize());
|
||||
|
||||
if angle < state.max_angle && distance < target_distance {
|
||||
if !line_of_sight(&spatial_query, player_pos, delta, distance) {
|
||||
continue;
|
||||
}
|
||||
|
||||
new_target = Some(e);
|
||||
target_distance = distance;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(e) = &aim_target.0 {
|
||||
if commands.get_entity(*e).is_err() {
|
||||
aim_target.0 = None;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if new_target != aim_target.0 {
|
||||
if state.spawn_marker {
|
||||
if let Some(target) = new_target {
|
||||
commands.trigger(MarkerEvent::Spawn(target));
|
||||
} else {
|
||||
commands.trigger(MarkerEvent::Despawn);
|
||||
}
|
||||
}
|
||||
aim_target.0 = new_target;
|
||||
}
|
||||
}
|
||||
|
||||
fn update_npc_aim(
|
||||
mut commands: Commands,
|
||||
mut subject: Query<(&AimState, &Transform, &mut AimTarget), With<EnemySpawn>>,
|
||||
potential_targets: Query<(Entity, &Transform), With<Player>>,
|
||||
spatial_query: SpatialQuery,
|
||||
) {
|
||||
for (state, t, mut aim_target) in subject.iter_mut() {
|
||||
let (pos, forward) = (t.translation, t.forward());
|
||||
|
||||
let mut new_target = None;
|
||||
let mut target_distance = f32::MAX;
|
||||
|
||||
for (e, t) in potential_targets.iter() {
|
||||
let delta = pos - t.translation;
|
||||
|
||||
let distance = delta.length();
|
||||
|
||||
if distance > state.range {
|
||||
continue;
|
||||
}
|
||||
|
||||
let angle = forward.angle_between(delta.normalize());
|
||||
|
||||
if angle < state.max_angle && distance < target_distance {
|
||||
if !line_of_sight(&spatial_query, pos, delta, distance) {
|
||||
continue;
|
||||
}
|
||||
|
||||
new_target = Some(e);
|
||||
target_distance = distance;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(e) = &aim_target.0 {
|
||||
if commands.get_entity(*e).is_err() {
|
||||
aim_target.0 = None;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if new_target != aim_target.0 {
|
||||
aim_target.0 = new_target;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn line_of_sight(
|
||||
spatial_query: &SpatialQuery<'_, '_>,
|
||||
player_pos: Vec3,
|
||||
delta: Vec3,
|
||||
distance: f32,
|
||||
) -> bool {
|
||||
if let Some(_hit) = spatial_query.cast_shape(
|
||||
&Collider::sphere(0.1),
|
||||
player_pos + -delta.normalize() + (Vec3::Y * 2.),
|
||||
Quat::default(),
|
||||
Dir3::new(-delta).unwrap(),
|
||||
&ShapeCastConfig {
|
||||
max_distance: distance * 0.98,
|
||||
compute_contact_on_penetration: false,
|
||||
ignore_origin_penetration: true,
|
||||
..Default::default()
|
||||
},
|
||||
&SpatialQueryFilter::default().with_mask(LayerMask(GameLayer::Level.to_bits())),
|
||||
) {
|
||||
// info!("no line of sight");
|
||||
return false;
|
||||
};
|
||||
|
||||
true
|
||||
}
|
||||
158
crates/shared/src/aim/target_ui.rs
Normal file
158
crates/shared/src/aim/target_ui.rs
Normal file
@@ -0,0 +1,158 @@
|
||||
use super::AimTarget;
|
||||
use crate::{
|
||||
GameState,
|
||||
backpack::UiHeadState,
|
||||
heads::{ActiveHeads, HeadsImages},
|
||||
hitpoints::Hitpoints,
|
||||
loading_assets::UIAssets,
|
||||
npc::Npc,
|
||||
player::Player,
|
||||
};
|
||||
use bevy::prelude::*;
|
||||
|
||||
#[derive(Component, Reflect, Default)]
|
||||
#[reflect(Component)]
|
||||
struct HeadImage;
|
||||
|
||||
#[derive(Component, Reflect, Default)]
|
||||
#[reflect(Component)]
|
||||
struct HeadDamage;
|
||||
|
||||
#[derive(Resource, Default, PartialEq)]
|
||||
struct TargetUi {
|
||||
head: Option<UiHeadState>,
|
||||
}
|
||||
|
||||
pub fn plugin(app: &mut App) {
|
||||
app.add_systems(OnEnter(GameState::Playing), setup);
|
||||
app.add_systems(Update, (sync, update).run_if(in_state(GameState::Playing)));
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, assets: Res<UIAssets>) {
|
||||
commands.spawn((
|
||||
Name::new("target-ui"),
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
top: Val::Px(150.0),
|
||||
left: Val::Px(20.0),
|
||||
height: Val::Px(74.0),
|
||||
..default()
|
||||
},
|
||||
children![spawn_head_ui(
|
||||
assets.head_bg.clone(),
|
||||
assets.head_regular.clone(),
|
||||
assets.head_damage.clone(),
|
||||
)],
|
||||
));
|
||||
|
||||
commands.insert_resource(TargetUi::default());
|
||||
}
|
||||
|
||||
fn spawn_head_ui(bg: Handle<Image>, regular: Handle<Image>, damage: Handle<Image>) -> impl Bundle {
|
||||
const SIZE: f32 = 90.0;
|
||||
const DAMAGE_SIZE: f32 = 74.0;
|
||||
|
||||
(
|
||||
Node {
|
||||
position_type: PositionType::Relative,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
width: Val::Px(SIZE),
|
||||
..default()
|
||||
},
|
||||
children![
|
||||
(
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
..default()
|
||||
},
|
||||
ImageNode::new(bg),
|
||||
),
|
||||
(
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
..default()
|
||||
},
|
||||
ImageNode::default(),
|
||||
Visibility::Hidden,
|
||||
HeadImage,
|
||||
),
|
||||
(
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
..default()
|
||||
},
|
||||
ImageNode::new(regular),
|
||||
),
|
||||
(
|
||||
Node {
|
||||
height: Val::Px(DAMAGE_SIZE),
|
||||
width: Val::Px(DAMAGE_SIZE),
|
||||
..default()
|
||||
},
|
||||
children![(
|
||||
HeadDamage,
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
display: Display::Block,
|
||||
overflow: Overflow::clip(),
|
||||
top: Val::Px(0.),
|
||||
left: Val::Px(0.),
|
||||
right: Val::Px(0.),
|
||||
height: Val::Percent(25.),
|
||||
..default()
|
||||
},
|
||||
children![ImageNode::new(damage)]
|
||||
)]
|
||||
)
|
||||
],
|
||||
)
|
||||
}
|
||||
|
||||
fn update(
|
||||
target: Res<TargetUi>,
|
||||
heads_images: Res<HeadsImages>,
|
||||
mut head_image: Query<
|
||||
(&mut Visibility, &mut ImageNode),
|
||||
(Without<HeadDamage>, With<HeadImage>),
|
||||
>,
|
||||
mut head_damage: Query<&mut Node, (With<HeadDamage>, Without<HeadImage>)>,
|
||||
) {
|
||||
if target.is_changed() {
|
||||
if let Ok((mut vis, mut image)) = head_image.single_mut() {
|
||||
if let Some(head) = target.head {
|
||||
*vis = Visibility::Visible;
|
||||
image.image = heads_images.heads[head.head].clone();
|
||||
} else {
|
||||
*vis = Visibility::Hidden;
|
||||
}
|
||||
}
|
||||
|
||||
if let Ok(mut node) = head_damage.single_mut() {
|
||||
node.height = Val::Percent(target.head.map(|head| head.damage()).unwrap_or(0.) * 100.);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn sync(
|
||||
mut target: ResMut<TargetUi>,
|
||||
player_target: Query<&AimTarget, With<Player>>,
|
||||
target_data: Query<(&Hitpoints, &ActiveHeads), With<Npc>>,
|
||||
) {
|
||||
let mut new_state = None;
|
||||
if let Some(e) = player_target.iter().next().and_then(|target| target.0) {
|
||||
if let Ok((hp, heads)) = target_data.get(e) {
|
||||
let head = heads.current().expect("target must have a head on");
|
||||
new_state = Some(UiHeadState {
|
||||
head: head.head,
|
||||
health: hp.health(),
|
||||
ammo: 1.,
|
||||
reloading: None,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if new_state != target.head {
|
||||
target.head = new_state;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user