support multiple thrown projectiles
This commit is contained in:
BIN
assets/models/head_misc/hammer.glb
Normal file
BIN
assets/models/head_misc/hammer.glb
Normal file
Binary file not shown.
Binary file not shown.
@@ -44,6 +44,7 @@ pub struct TriggerData {
|
||||
rot: Quat,
|
||||
pos: Vec3,
|
||||
target_layer: GameLayer,
|
||||
head: usize,
|
||||
}
|
||||
|
||||
impl TriggerData {
|
||||
@@ -53,6 +54,7 @@ impl TriggerData {
|
||||
rot: Quat,
|
||||
pos: Vec3,
|
||||
target_layer: GameLayer,
|
||||
head: usize,
|
||||
) -> Self {
|
||||
Self {
|
||||
target,
|
||||
@@ -60,6 +62,7 @@ impl TriggerData {
|
||||
rot,
|
||||
pos,
|
||||
target_layer,
|
||||
head,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -135,6 +138,7 @@ fn on_trigger_state(
|
||||
pos: transform.translation,
|
||||
target: target.0,
|
||||
target_layer: GameLayer::Npc,
|
||||
head: state.head,
|
||||
};
|
||||
|
||||
active_heads.use_ammo(time.elapsed_secs());
|
||||
|
||||
@@ -15,7 +15,9 @@ use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
#[derive(Component)]
|
||||
struct ThrownProjectile;
|
||||
struct ThrownProjectile {
|
||||
impact_animation: bool,
|
||||
}
|
||||
|
||||
#[derive(Component, Reflect)]
|
||||
#[reflect(Component)]
|
||||
@@ -113,10 +115,17 @@ fn on_trigger_thrown(
|
||||
|
||||
let t = Transform::from_translation(state.pos);
|
||||
|
||||
let (mesh, explosion_animation) = match state.head {
|
||||
8 => (assets.hammer.clone(), false),
|
||||
_ => (assets.molotov.clone(), true),
|
||||
};
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
Name::new("projectile-thrown"),
|
||||
ThrownProjectile,
|
||||
ThrownProjectile {
|
||||
impact_animation: explosion_animation,
|
||||
},
|
||||
Collider::sphere(0.5),
|
||||
CollisionLayers::new(
|
||||
LayerMask(GameLayer::Projectile.to_bits()),
|
||||
@@ -130,8 +139,7 @@ fn on_trigger_thrown(
|
||||
))
|
||||
.with_child((
|
||||
AutoRotation(Quat::from_rotation_x(0.4) * Quat::from_rotation_z(0.3)),
|
||||
Transform::from_scale(Vec3::splat(10.)),
|
||||
SceneRoot(assets.molotov.clone()),
|
||||
SceneRoot(mesh),
|
||||
));
|
||||
}
|
||||
|
||||
@@ -149,7 +157,10 @@ fn shot_collision(
|
||||
|
||||
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 {
|
||||
let Ok((shot_pos, animation)) = query_shot
|
||||
.get(shot_entity)
|
||||
.map(|(projectile, t)| (t.translation, projectile.impact_animation))
|
||||
else {
|
||||
continue;
|
||||
};
|
||||
|
||||
@@ -164,6 +175,8 @@ fn shot_collision(
|
||||
radius: 5.,
|
||||
});
|
||||
|
||||
//TODO: support different impact animations
|
||||
if animation {
|
||||
commands
|
||||
.spawn(
|
||||
Sprite3dBuilder {
|
||||
@@ -188,6 +201,7 @@ fn shot_collision(
|
||||
AnimationTimer::new(Timer::from_seconds(0.02, TimerMode::Repeating)),
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update_auto_rotation(mut query: Query<(&AutoRotation, &mut Transform)>) {
|
||||
|
||||
@@ -39,6 +39,7 @@ fn update(
|
||||
t.rotation,
|
||||
t.translation,
|
||||
crate::physics_layers::GameLayer::Player,
|
||||
npc.head,
|
||||
)));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -78,6 +78,9 @@ pub struct GameAssets {
|
||||
#[asset(path = "models/head_misc/molotov_cocktail.glb#Scene0")]
|
||||
pub molotov: Handle<Scene>,
|
||||
|
||||
#[asset(path = "models/head_misc/hammer.glb#Scene0")]
|
||||
pub hammer: Handle<Scene>,
|
||||
|
||||
#[asset(path = "models/alien_naked.glb#Scene0")]
|
||||
pub mesh_alien: Handle<Scene>,
|
||||
|
||||
|
||||
@@ -79,9 +79,7 @@ fn move_active(
|
||||
let t = (elapsed - active.start_time) / active.duration;
|
||||
transform.rotation = active.start.rotation.lerp(active.target.rotation, t);
|
||||
} else {
|
||||
info!("movable done");
|
||||
*transform = active.target;
|
||||
|
||||
commands.entity(e).remove::<(ActiveMovable, Movable)>();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user