Replicate Sounds (#68)
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92
crates/server/src/backpack/backpack_ui.rs
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92
crates/server/src/backpack/backpack_ui.rs
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@@ -0,0 +1,92 @@
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use bevy::prelude::*;
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use lightyear::prelude::input::native::ActionState;
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use shared::{
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GameState,
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backpack::{
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BackbackSwapEvent, Backpack, UiHeadState,
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backpack_ui::{BackpackUiState, HEAD_SLOTS},
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},
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control::ControlState,
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protocol::PlaySound,
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};
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pub fn plugin(app: &mut App) {
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app.add_systems(
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FixedUpdate,
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sync_on_change.run_if(in_state(GameState::Playing)),
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);
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app.add_systems(FixedUpdate, swap_head_inputs);
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}
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fn swap_head_inputs(
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player: Query<(&ActionState<ControlState>, Ref<Backpack>)>,
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mut commands: Commands,
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mut state: Single<&mut BackpackUiState>,
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time: Res<Time>,
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) {
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for (controls, backpack) in player.iter() {
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if state.count == 0 {
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return;
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}
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if controls.backpack_toggle {
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state.open = !state.open;
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commands.trigger(PlaySound::Backpack { open: state.open });
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}
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if !state.open {
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return;
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}
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let mut changed = false;
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if controls.backpack_left && state.current_slot > 0 {
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state.current_slot -= 1;
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changed = true;
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}
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if controls.backpack_right && state.current_slot < state.count.saturating_sub(1) {
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state.current_slot += 1;
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changed = true;
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}
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if controls.backpack_swap {
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commands.trigger(BackbackSwapEvent(state.current_slot));
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}
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if changed {
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commands.trigger(PlaySound::Selection);
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sync(&backpack, &mut state, time.elapsed_secs());
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}
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}
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}
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fn sync_on_change(
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backpack: Query<Ref<Backpack>>,
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mut state: Single<&mut BackpackUiState>,
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time: Res<Time>,
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) {
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for backpack in backpack.iter() {
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if backpack.is_changed() || backpack.reloading() {
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sync(&backpack, &mut state, time.elapsed_secs());
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}
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}
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}
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fn sync(backpack: &Backpack, state: &mut Single<&mut BackpackUiState>, time: f32) {
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state.count = backpack.heads.len();
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state.scroll = state.scroll.min(state.count.saturating_sub(HEAD_SLOTS));
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if state.current_slot >= state.scroll + HEAD_SLOTS {
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state.scroll = state.current_slot.saturating_sub(HEAD_SLOTS - 1);
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}
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if state.current_slot < state.scroll {
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state.scroll = state.current_slot;
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}
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for i in 0..HEAD_SLOTS {
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if let Some(head) = backpack.heads.get(i + state.scroll) {
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state.heads[i] = Some(UiHeadState::new(*head, time));
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} else {
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state.heads[i] = None;
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}
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}
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}
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