Target UI multiplayer (#95)
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@@ -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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