Target UI multiplayer (#95)
This commit is contained in:
@@ -1,13 +1,15 @@
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mod marker;
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mod target_ui;
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use crate::{
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GameState, control::Inputs, head::ActiveHead, heads_database::HeadsDatabase,
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hitpoints::Hitpoints, physics_layers::GameLayer, player::Player, tb_entities::EnemySpawn,
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GameState,
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control::Inputs,
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head::ActiveHead,
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heads_database::HeadsDatabase,
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hitpoints::Hitpoints,
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physics_layers::GameLayer,
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player::{LocalPlayer, Player},
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tb_entities::EnemySpawn,
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};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use marker::MarkerEvent;
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use serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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@@ -21,7 +23,12 @@ pub struct AimTarget(pub Option<Entity>);
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pub struct AimState {
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pub range: f32,
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pub max_angle: f32,
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pub spawn_marker: bool,
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}
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#[derive(Event)]
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pub enum MarkerEvent {
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Spawn(Entity),
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Despawn,
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}
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impl Default for AimState {
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@@ -29,7 +36,6 @@ impl Default for AimState {
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Self {
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range: 80.,
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max_angle: PI / 8.,
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spawn_marker: true,
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}
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}
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}
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@@ -38,20 +44,12 @@ pub fn plugin(app: &mut App) {
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app.register_type::<AimState>();
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app.register_type::<AimTarget>();
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app.add_plugins(target_ui::plugin);
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app.add_plugins(marker::plugin);
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app.register_required_components::<ActiveHead, AimState>();
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app.add_systems(
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Update,
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(update_player_aim, update_npc_aim, head_change).run_if(in_state(GameState::Playing)),
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);
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app.add_systems(Update, add_aim);
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}
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fn add_aim(mut commands: Commands, query: Query<Entity, Added<ActiveHead>>) {
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for e in query.iter() {
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commands.entity(e).insert(AimState::default());
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}
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}
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fn head_change(
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@@ -70,12 +68,19 @@ fn update_player_aim(
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mut commands: Commands,
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potential_targets: Query<(Entity, &Transform), With<Hitpoints>>,
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mut player_aim: Query<
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(Entity, &AimState, &mut AimTarget, &GlobalTransform, &Inputs),
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(
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Entity,
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&AimState,
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&mut AimTarget,
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&GlobalTransform,
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&Inputs,
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Has<LocalPlayer>,
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),
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With<Player>,
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>,
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spatial_query: SpatialQuery,
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) {
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for (player, state, mut aim_target, global_tf, inputs) in player_aim.iter_mut() {
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for (player, state, mut aim_target, global_tf, inputs, is_local) in player_aim.iter_mut() {
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let (player_pos, player_forward) = (global_tf.translation(), inputs.look_dir);
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let mut new_target = None;
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@@ -114,13 +119,14 @@ fn update_player_aim(
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}
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if new_target != aim_target.0 {
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if state.spawn_marker {
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if is_local {
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if let Some(target) = new_target {
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commands.trigger(MarkerEvent::Spawn(target));
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} else {
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commands.trigger(MarkerEvent::Despawn);
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}
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}
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aim_target.0 = new_target;
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}
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}
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8
crates/hedz_reloaded/src/client/aim.rs
Normal file
8
crates/hedz_reloaded/src/client/aim.rs
Normal file
@@ -0,0 +1,8 @@
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use bevy::prelude::*;
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pub mod marker;
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pub mod target_ui;
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pub fn plugin(app: &mut App) {
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app.add_plugins((marker::plugin, target_ui::plugin));
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}
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@@ -1,4 +1,7 @@
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use crate::{GameState, global_observer, loading_assets::UIAssets, utils::billboards::Billboard};
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use crate::{
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GameState, aim::MarkerEvent, global_observer, loading_assets::UIAssets,
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utils::billboards::Billboard,
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};
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use bevy::prelude::*;
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use bevy_sprite3d::Sprite3d;
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use ops::sin;
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@@ -7,12 +10,6 @@ use ops::sin;
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#[reflect(Component)]
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struct TargetMarker;
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#[derive(Event)]
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pub enum MarkerEvent {
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Spawn(Entity),
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Despawn,
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}
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pub fn plugin(app: &mut App) {
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app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing)));
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global_observer!(app, marker_event);
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@@ -1,12 +1,12 @@
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use super::AimTarget;
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use crate::{
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GameState,
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aim::AimTarget,
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backpack::UiHeadState,
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heads::{ActiveHeads, HeadsImages},
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hitpoints::Hitpoints,
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loading_assets::UIAssets,
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npc::Npc,
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player::Player,
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player::LocalPlayer,
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};
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use bevy::prelude::*;
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@@ -18,12 +18,14 @@ struct HeadImage;
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#[reflect(Component)]
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struct HeadDamage;
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#[derive(Resource, Default, PartialEq)]
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struct TargetUi {
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#[derive(Component, Default, PartialEq)]
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pub struct TargetUi {
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head: Option<UiHeadState>,
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}
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pub fn plugin(app: &mut App) {
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app.register_required_components::<LocalPlayer, TargetUi>();
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app.add_systems(OnEnter(GameState::Playing), setup);
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app.add_systems(Update, (sync, update).run_if(in_state(GameState::Playing)));
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}
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@@ -44,8 +46,6 @@ fn setup(mut commands: Commands, assets: Res<UIAssets>) {
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assets.head_damage.clone(),
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)],
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));
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commands.insert_resource(TargetUi::default());
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}
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fn spawn_head_ui(bg: Handle<Image>, regular: Handle<Image>, damage: Handle<Image>) -> impl Bundle {
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@@ -110,7 +110,7 @@ fn spawn_head_ui(bg: Handle<Image>, regular: Handle<Image>, damage: Handle<Image
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}
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fn update(
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target: Res<TargetUi>,
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target: Single<&TargetUi, (Changed<TargetUi>, With<LocalPlayer>)>,
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heads_images: Res<HeadsImages>,
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mut head_image: Query<
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(&mut Visibility, &mut ImageNode),
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@@ -118,30 +118,28 @@ fn update(
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>,
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mut head_damage: Query<&mut Node, (With<HeadDamage>, Without<HeadImage>)>,
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) {
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if target.is_changed() {
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if let Ok((mut vis, mut image)) = head_image.single_mut() {
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if let Some(head) = target.head {
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*vis = Visibility::Visible;
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image.image = heads_images.heads[head.head].clone();
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} else {
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*vis = Visibility::Hidden;
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}
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if let Ok((mut vis, mut image)) = head_image.single_mut() {
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if let Some(head) = target.head {
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*vis = Visibility::Visible;
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image.image = heads_images.heads[head.head].clone();
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} else {
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*vis = Visibility::Hidden;
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}
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}
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if let Ok(mut node) = head_damage.single_mut() {
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node.height = Val::Percent(target.head.map(|head| head.damage()).unwrap_or(0.) * 100.);
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}
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if let Ok(mut node) = head_damage.single_mut() {
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node.height = Val::Percent(target.head.map(|head| head.damage()).unwrap_or(0.) * 100.);
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}
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}
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fn sync(
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mut target: ResMut<TargetUi>,
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player_target: Query<&AimTarget, With<Player>>,
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mut target: Single<&mut TargetUi, With<LocalPlayer>>,
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player_target: Single<&AimTarget, With<LocalPlayer>>,
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target_data: Query<(&Hitpoints, &ActiveHeads), With<Npc>>,
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) {
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let mut new_state = None;
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if let Some(e) = player_target.iter().next().and_then(|target| target.0)
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&& let Ok((hp, heads)) = target_data.get(e)
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if let Some(target) = player_target.0
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&& let Ok((hp, heads)) = target_data.get(target)
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{
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let head = heads.current().expect("target must have a head on");
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new_state = Some(UiHeadState {
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@@ -22,6 +22,7 @@ use bevy_replicon_renet::{
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use bevy_steamworks::Client;
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use bevy_trenchbroom::geometry::Brushes;
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pub mod aim;
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pub mod audio;
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pub mod backpack;
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pub mod control;
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@@ -36,6 +37,8 @@ pub mod ui;
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pub fn plugin(app: &mut App) {
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app.add_plugins((
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aim::plugin,
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audio::plugin,
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backpack::plugin,
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control::plugin,
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debug::plugin,
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@@ -43,7 +46,6 @@ pub fn plugin(app: &mut App) {
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heal_effect::plugin,
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player::plugin,
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setup::plugin,
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audio::plugin,
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steam::plugin,
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ui::plugin,
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settings::plugin,
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