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

@@ -48,7 +48,7 @@ pub fn plugin(app: &mut App) {
app.init_resource::<CameraState>();
app.add_systems(OnEnter(GameState::Playing), startup);
app.add_systems(
Update,
PreUpdate,
(update, update_ui, update_look_around, rotate_view).run_if(in_state(GameState::Playing)),
);
}
@@ -110,7 +110,7 @@ fn update(
(&MainCamera, &mut Transform, &CameraRotationInput),
(Without<CameraTarget>, Without<CameraArmRotation>),
>,
target: Single<&GlobalTransform, (With<CameraTarget>, Without<CameraArmRotation>)>,
target_q: Single<&Transform, (With<CameraTarget>, Without<CameraArmRotation>)>,
arm_rotation: Single<&Transform, With<CameraArmRotation>>,
spatial_query: SpatialQuery,
cam_state: Res<CameraState>,
@@ -119,7 +119,7 @@ fn update(
return;
}
let target = target.translation();
let target = target_q.translation;
let arm_tf = arm_rotation;