Simplify working with controls (#27)

This commit is contained in:
GitGhillie
2025-04-13 21:07:11 +04:00
committed by GitHub
parent 615c55e9ca
commit ca9211d0d1
5 changed files with 45 additions and 88 deletions

View File

@@ -2,8 +2,10 @@ use avian3d::prelude::*;
use bevy::prelude::*;
use crate::{
GameState, control::Controls, control::controller_common::PlayerMovement,
loading_assets::UIAssets, physics_layers::GameLayer,
GameState,
control::{ControlState, controller_common::PlayerMovement},
loading_assets::UIAssets,
physics_layers::GameLayer,
};
#[derive(Component, Reflect, Debug)]
@@ -50,14 +52,7 @@ pub fn plugin(app: &mut App) {
app.add_systems(OnEnter(GameState::Playing), startup);
app.add_systems(
Update,
(
update,
update_ui,
update_look_around,
rotate_view_keyboard,
rotate_view_gamepad,
)
.run_if(in_state(GameState::Playing)),
(update, update_ui, update_look_around, rotate_view).run_if(in_state(GameState::Playing)),
);
}
@@ -69,9 +64,8 @@ fn startup(mut commands: Commands) {
));
}
fn update_look_around(controls: Res<Controls>, mut cam_state: ResMut<CameraState>) {
let look_around =
controls.keyboard_state.view_mode || controls.gamepad_state.is_some_and(|g| g.view_mode);
fn update_look_around(controls: Res<ControlState>, mut cam_state: ResMut<CameraState>) {
let look_around = controls.view_mode;
if look_around != cam_state.look_around {
cam_state.look_around = look_around;
@@ -159,8 +153,8 @@ fn update(
*cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y);
}
fn rotate_view_keyboard(
mut controls: ResMut<Controls>,
fn rotate_view(
controls: Res<ControlState>,
mut cam: Query<&mut CameraRotationInput>,
movement: Res<PlayerMovement>,
) {
@@ -168,7 +162,7 @@ fn rotate_view_keyboard(
return;
};
if !controls.keyboard_state.view_mode {
if !controls.view_mode {
if movement.any_direction {
cam.x = 0.;
}
@@ -176,31 +170,5 @@ fn rotate_view_keyboard(
return;
}
cam.x += controls.keyboard_state.look_dir.x * -0.001;
cam.y += controls.keyboard_state.look_dir.y * -0.001;
controls.keyboard_state.look_dir = Vec2::ZERO;
}
fn rotate_view_gamepad(
controls: Res<Controls>,
mut cam: Query<&mut CameraRotationInput>,
movement: Res<PlayerMovement>,
) {
let Ok(mut cam) = cam.get_single_mut() else {
return;
};
let Some(gamepad) = controls.gamepad_state else {
return;
};
if !gamepad.view_mode {
if movement.any_direction {
cam.x = 0.;
}
} else {
cam.x += gamepad.look_dir.x * -0.001;
cam.y += gamepad.look_dir.y * -0.001;
}
cam.0 += controls.look_dir * -0.001;
}