Target UI multiplayer (#95)

This commit is contained in:
PROMETHIA-27
2025-12-21 12:01:50 -05:00
committed by GitHub
parent cc7e2aae70
commit c3c5ae6dfb
5 changed files with 61 additions and 50 deletions

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@@ -0,0 +1,8 @@
use bevy::prelude::*;
pub mod marker;
pub mod target_ui;
pub fn plugin(app: &mut App) {
app.add_plugins((marker::plugin, target_ui::plugin));
}

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@@ -0,0 +1,58 @@
use crate::{
GameState, aim::MarkerEvent, global_observer, loading_assets::UIAssets,
utils::billboards::Billboard,
};
use bevy::prelude::*;
use bevy_sprite3d::Sprite3d;
use ops::sin;
#[derive(Component, Reflect)]
#[reflect(Component)]
struct TargetMarker;
pub fn plugin(app: &mut App) {
app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing)));
global_observer!(app, marker_event);
}
fn move_marker(mut query: Query<&mut Transform, With<TargetMarker>>, time: Res<Time>) {
for mut transform in query.iter_mut() {
transform.translation = Vec3::new(0., 3. + (sin(time.elapsed_secs() * 6.) * 0.2), 0.);
}
}
fn marker_event(
trigger: On<MarkerEvent>,
mut commands: Commands,
assets: Res<UIAssets>,
marker: Query<Entity, With<TargetMarker>>,
) {
for m in marker.iter() {
commands.entity(m).despawn();
}
let MarkerEvent::Spawn(target) = trigger.event() else {
return;
};
let id = commands
.spawn((
Name::new("aim-marker"),
Billboard::All,
TargetMarker,
Transform::default(),
Sprite3d {
pixels_per_metre: 30.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
},
Sprite {
image: assets.head_selector.clone(),
..default()
},
))
.id();
commands.entity(*target).add_child(id);
}

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@@ -0,0 +1,156 @@
use crate::{
GameState,
aim::AimTarget,
backpack::UiHeadState,
heads::{ActiveHeads, HeadsImages},
hitpoints::Hitpoints,
loading_assets::UIAssets,
npc::Npc,
player::LocalPlayer,
};
use bevy::prelude::*;
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
struct HeadImage;
#[derive(Component, Reflect, Default)]
#[reflect(Component)]
struct HeadDamage;
#[derive(Component, Default, PartialEq)]
pub struct TargetUi {
head: Option<UiHeadState>,
}
pub fn plugin(app: &mut App) {
app.register_required_components::<LocalPlayer, TargetUi>();
app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(Update, (sync, update).run_if(in_state(GameState::Playing)));
}
fn setup(mut commands: Commands, assets: Res<UIAssets>) {
commands.spawn((
Name::new("target-ui"),
Node {
position_type: PositionType::Absolute,
top: Val::Px(150.0),
left: Val::Px(20.0),
height: Val::Px(74.0),
..default()
},
children![spawn_head_ui(
assets.head_bg.clone(),
assets.head_regular.clone(),
assets.head_damage.clone(),
)],
));
}
fn spawn_head_ui(bg: Handle<Image>, regular: Handle<Image>, damage: Handle<Image>) -> impl Bundle {
const SIZE: f32 = 90.0;
const DAMAGE_SIZE: f32 = 74.0;
(
Node {
position_type: PositionType::Relative,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Px(SIZE),
..default()
},
children![
(
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::new(bg),
),
(
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::default(),
Visibility::Hidden,
HeadImage,
),
(
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::new(regular),
),
(
Node {
height: Val::Px(DAMAGE_SIZE),
width: Val::Px(DAMAGE_SIZE),
..default()
},
children![(
HeadDamage,
Node {
position_type: PositionType::Absolute,
display: Display::Block,
overflow: Overflow::clip(),
top: Val::Px(0.),
left: Val::Px(0.),
right: Val::Px(0.),
height: Val::Percent(25.),
..default()
},
children![ImageNode::new(damage)]
)]
)
],
)
}
fn update(
target: Single<&TargetUi, (Changed<TargetUi>, With<LocalPlayer>)>,
heads_images: Res<HeadsImages>,
mut head_image: Query<
(&mut Visibility, &mut ImageNode),
(Without<HeadDamage>, With<HeadImage>),
>,
mut head_damage: Query<&mut Node, (With<HeadDamage>, Without<HeadImage>)>,
) {
if let Ok((mut vis, mut image)) = head_image.single_mut() {
if let Some(head) = target.head {
*vis = Visibility::Visible;
image.image = heads_images.heads[head.head].clone();
} else {
*vis = Visibility::Hidden;
}
}
if let Ok(mut node) = head_damage.single_mut() {
node.height = Val::Percent(target.head.map(|head| head.damage()).unwrap_or(0.) * 100.);
}
}
fn sync(
mut target: Single<&mut TargetUi, With<LocalPlayer>>,
player_target: Single<&AimTarget, With<LocalPlayer>>,
target_data: Query<(&Hitpoints, &ActiveHeads), With<Npc>>,
) {
let mut new_state = None;
if let Some(target) = player_target.0
&& let Ok((hp, heads)) = target_data.get(target)
{
let head = heads.current().expect("target must have a head on");
new_state = Some(UiHeadState {
head: head.head,
health: hp.health(),
ammo: 1.,
reloading: None,
});
}
if new_state != target.head {
target.head = new_state;
}
}

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@@ -22,6 +22,7 @@ use bevy_replicon_renet::{
use bevy_steamworks::Client;
use bevy_trenchbroom::geometry::Brushes;
pub mod aim;
pub mod audio;
pub mod backpack;
pub mod control;
@@ -36,6 +37,8 @@ pub mod ui;
pub fn plugin(app: &mut App) {
app.add_plugins((
aim::plugin,
audio::plugin,
backpack::plugin,
control::plugin,
debug::plugin,
@@ -43,7 +46,6 @@ pub fn plugin(app: &mut App) {
heal_effect::plugin,
player::plugin,
setup::plugin,
audio::plugin,
steam::plugin,
ui::plugin,
settings::plugin,