use happy_feet as kinematic character controller (#42)

This commit is contained in:
extrawurst
2025-06-17 21:27:20 +02:00
committed by GitHub
parent 580419e823
commit a2ea917c1e
22 changed files with 727 additions and 786 deletions

View File

@@ -83,7 +83,7 @@ fn on_trigger_missile(
let asset = gltf_assets.get(&mesh).unwrap();
commands.spawn((
Name::new("projectile-missle"),
Name::new("projectile-missile"),
CurverProjectile {
time: time.elapsed_secs(),
damage: head.damage,
@@ -153,6 +153,7 @@ fn shot_collision(
mut commands: Commands,
mut collision_event_reader: EventReader<CollisionStarted>,
query_shot: Query<&Transform, With<CurverProjectile>>,
sensors: Query<(), With<Sensor>>,
assets: Res<ShotAssets>,
mut sprite_params: Sprite3dParams,
) {
@@ -161,6 +162,10 @@ fn shot_collision(
continue;
}
if sensors.contains(*e1) && sensors.contains(*e2) {
continue;
}
let shot_entity = if query_shot.contains(*e1) { *e1 } else { *e2 };
let Ok(shot_pos) = query_shot.get(shot_entity).map(|t| t.translation) else {