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

View File

@@ -1,13 +1,15 @@
mod marker;
mod target_ui;
use crate::{ use crate::{
GameState, control::Inputs, head::ActiveHead, heads_database::HeadsDatabase, GameState,
hitpoints::Hitpoints, physics_layers::GameLayer, player::Player, tb_entities::EnemySpawn, control::Inputs,
head::ActiveHead,
heads_database::HeadsDatabase,
hitpoints::Hitpoints,
physics_layers::GameLayer,
player::{LocalPlayer, Player},
tb_entities::EnemySpawn,
}; };
use avian3d::prelude::*; use avian3d::prelude::*;
use bevy::prelude::*; use bevy::prelude::*;
use marker::MarkerEvent;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::f32::consts::PI; use std::f32::consts::PI;
@@ -21,7 +23,12 @@ pub struct AimTarget(pub Option<Entity>);
pub struct AimState { pub struct AimState {
pub range: f32, pub range: f32,
pub max_angle: f32, pub max_angle: f32,
pub spawn_marker: bool, }
#[derive(Event)]
pub enum MarkerEvent {
Spawn(Entity),
Despawn,
} }
impl Default for AimState { impl Default for AimState {
@@ -29,7 +36,6 @@ impl Default for AimState {
Self { Self {
range: 80., range: 80.,
max_angle: PI / 8., max_angle: PI / 8.,
spawn_marker: true,
} }
} }
} }
@@ -38,20 +44,12 @@ pub fn plugin(app: &mut App) {
app.register_type::<AimState>(); app.register_type::<AimState>();
app.register_type::<AimTarget>(); app.register_type::<AimTarget>();
app.add_plugins(target_ui::plugin); app.register_required_components::<ActiveHead, AimState>();
app.add_plugins(marker::plugin);
app.add_systems( app.add_systems(
Update, Update,
(update_player_aim, update_npc_aim, head_change).run_if(in_state(GameState::Playing)), (update_player_aim, update_npc_aim, head_change).run_if(in_state(GameState::Playing)),
); );
app.add_systems(Update, add_aim);
}
fn add_aim(mut commands: Commands, query: Query<Entity, Added<ActiveHead>>) {
for e in query.iter() {
commands.entity(e).insert(AimState::default());
}
} }
fn head_change( fn head_change(
@@ -70,12 +68,19 @@ fn update_player_aim(
mut commands: Commands, mut commands: Commands,
potential_targets: Query<(Entity, &Transform), With<Hitpoints>>, potential_targets: Query<(Entity, &Transform), With<Hitpoints>>,
mut player_aim: Query< mut player_aim: Query<
(Entity, &AimState, &mut AimTarget, &GlobalTransform, &Inputs), (
Entity,
&AimState,
&mut AimTarget,
&GlobalTransform,
&Inputs,
Has<LocalPlayer>,
),
With<Player>, With<Player>,
>, >,
spatial_query: SpatialQuery, spatial_query: SpatialQuery,
) { ) {
for (player, state, mut aim_target, global_tf, inputs) in player_aim.iter_mut() { for (player, state, mut aim_target, global_tf, inputs, is_local) in player_aim.iter_mut() {
let (player_pos, player_forward) = (global_tf.translation(), inputs.look_dir); let (player_pos, player_forward) = (global_tf.translation(), inputs.look_dir);
let mut new_target = None; let mut new_target = None;
@@ -114,13 +119,14 @@ fn update_player_aim(
} }
if new_target != aim_target.0 { if new_target != aim_target.0 {
if state.spawn_marker { if is_local {
if let Some(target) = new_target { if let Some(target) = new_target {
commands.trigger(MarkerEvent::Spawn(target)); commands.trigger(MarkerEvent::Spawn(target));
} else { } else {
commands.trigger(MarkerEvent::Despawn); commands.trigger(MarkerEvent::Despawn);
} }
} }
aim_target.0 = new_target; aim_target.0 = new_target;
} }
} }

View File

@@ -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));
}

View File

@@ -1,4 +1,7 @@
use crate::{GameState, global_observer, loading_assets::UIAssets, utils::billboards::Billboard}; use crate::{
GameState, aim::MarkerEvent, global_observer, loading_assets::UIAssets,
utils::billboards::Billboard,
};
use bevy::prelude::*; use bevy::prelude::*;
use bevy_sprite3d::Sprite3d; use bevy_sprite3d::Sprite3d;
use ops::sin; use ops::sin;
@@ -7,12 +10,6 @@ use ops::sin;
#[reflect(Component)] #[reflect(Component)]
struct TargetMarker; struct TargetMarker;
#[derive(Event)]
pub enum MarkerEvent {
Spawn(Entity),
Despawn,
}
pub fn plugin(app: &mut App) { pub fn plugin(app: &mut App) {
app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing))); app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing)));
global_observer!(app, marker_event); global_observer!(app, marker_event);

View File

@@ -1,12 +1,12 @@
use super::AimTarget;
use crate::{ use crate::{
GameState, GameState,
aim::AimTarget,
backpack::UiHeadState, backpack::UiHeadState,
heads::{ActiveHeads, HeadsImages}, heads::{ActiveHeads, HeadsImages},
hitpoints::Hitpoints, hitpoints::Hitpoints,
loading_assets::UIAssets, loading_assets::UIAssets,
npc::Npc, npc::Npc,
player::Player, player::LocalPlayer,
}; };
use bevy::prelude::*; use bevy::prelude::*;
@@ -18,12 +18,14 @@ struct HeadImage;
#[reflect(Component)] #[reflect(Component)]
struct HeadDamage; struct HeadDamage;
#[derive(Resource, Default, PartialEq)] #[derive(Component, Default, PartialEq)]
struct TargetUi { pub struct TargetUi {
head: Option<UiHeadState>, head: Option<UiHeadState>,
} }
pub fn plugin(app: &mut App) { pub fn plugin(app: &mut App) {
app.register_required_components::<LocalPlayer, TargetUi>();
app.add_systems(OnEnter(GameState::Playing), setup); app.add_systems(OnEnter(GameState::Playing), setup);
app.add_systems(Update, (sync, update).run_if(in_state(GameState::Playing))); app.add_systems(Update, (sync, update).run_if(in_state(GameState::Playing)));
} }
@@ -44,8 +46,6 @@ fn setup(mut commands: Commands, assets: Res<UIAssets>) {
assets.head_damage.clone(), assets.head_damage.clone(),
)], )],
)); ));
commands.insert_resource(TargetUi::default());
} }
fn spawn_head_ui(bg: Handle<Image>, regular: Handle<Image>, damage: Handle<Image>) -> impl Bundle { fn spawn_head_ui(bg: Handle<Image>, regular: Handle<Image>, damage: Handle<Image>) -> impl Bundle {
@@ -110,7 +110,7 @@ fn spawn_head_ui(bg: Handle<Image>, regular: Handle<Image>, damage: Handle<Image
} }
fn update( fn update(
target: Res<TargetUi>, target: Single<&TargetUi, (Changed<TargetUi>, With<LocalPlayer>)>,
heads_images: Res<HeadsImages>, heads_images: Res<HeadsImages>,
mut head_image: Query< mut head_image: Query<
(&mut Visibility, &mut ImageNode), (&mut Visibility, &mut ImageNode),
@@ -118,7 +118,6 @@ fn update(
>, >,
mut head_damage: Query<&mut Node, (With<HeadDamage>, Without<HeadImage>)>, mut head_damage: Query<&mut Node, (With<HeadDamage>, Without<HeadImage>)>,
) { ) {
if target.is_changed() {
if let Ok((mut vis, mut image)) = head_image.single_mut() { if let Ok((mut vis, mut image)) = head_image.single_mut() {
if let Some(head) = target.head { if let Some(head) = target.head {
*vis = Visibility::Visible; *vis = Visibility::Visible;
@@ -131,17 +130,16 @@ fn update(
if let Ok(mut node) = head_damage.single_mut() { if let Ok(mut node) = head_damage.single_mut() {
node.height = Val::Percent(target.head.map(|head| head.damage()).unwrap_or(0.) * 100.); node.height = Val::Percent(target.head.map(|head| head.damage()).unwrap_or(0.) * 100.);
} }
}
} }
fn sync( fn sync(
mut target: ResMut<TargetUi>, mut target: Single<&mut TargetUi, With<LocalPlayer>>,
player_target: Query<&AimTarget, With<Player>>, player_target: Single<&AimTarget, With<LocalPlayer>>,
target_data: Query<(&Hitpoints, &ActiveHeads), With<Npc>>, target_data: Query<(&Hitpoints, &ActiveHeads), With<Npc>>,
) { ) {
let mut new_state = None; let mut new_state = None;
if let Some(e) = player_target.iter().next().and_then(|target| target.0) if let Some(target) = player_target.0
&& let Ok((hp, heads)) = target_data.get(e) && let Ok((hp, heads)) = target_data.get(target)
{ {
let head = heads.current().expect("target must have a head on"); let head = heads.current().expect("target must have a head on");
new_state = Some(UiHeadState { new_state = Some(UiHeadState {

View File

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