Simplify working with controls (#27)
This commit is contained in:
@@ -2,8 +2,10 @@ use avian3d::prelude::*;
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use bevy::prelude::*;
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use crate::{
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GameState, control::Controls, control::controller_common::PlayerMovement,
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loading_assets::UIAssets, physics_layers::GameLayer,
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GameState,
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control::{ControlState, controller_common::PlayerMovement},
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loading_assets::UIAssets,
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physics_layers::GameLayer,
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};
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#[derive(Component, Reflect, Debug)]
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@@ -50,14 +52,7 @@ pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::Playing), startup);
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app.add_systems(
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Update,
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(
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update,
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update_ui,
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update_look_around,
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rotate_view_keyboard,
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rotate_view_gamepad,
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)
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.run_if(in_state(GameState::Playing)),
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(update, update_ui, update_look_around, rotate_view).run_if(in_state(GameState::Playing)),
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);
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}
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@@ -69,9 +64,8 @@ fn startup(mut commands: Commands) {
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));
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}
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fn update_look_around(controls: Res<Controls>, mut cam_state: ResMut<CameraState>) {
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let look_around =
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controls.keyboard_state.view_mode || controls.gamepad_state.is_some_and(|g| g.view_mode);
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fn update_look_around(controls: Res<ControlState>, mut cam_state: ResMut<CameraState>) {
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let look_around = controls.view_mode;
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if look_around != cam_state.look_around {
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cam_state.look_around = look_around;
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@@ -159,8 +153,8 @@ fn update(
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*cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y);
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}
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fn rotate_view_keyboard(
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mut controls: ResMut<Controls>,
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fn rotate_view(
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controls: Res<ControlState>,
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mut cam: Query<&mut CameraRotationInput>,
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movement: Res<PlayerMovement>,
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) {
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@@ -168,7 +162,7 @@ fn rotate_view_keyboard(
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return;
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};
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if !controls.keyboard_state.view_mode {
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if !controls.view_mode {
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if movement.any_direction {
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cam.x = 0.;
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}
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@@ -176,31 +170,5 @@ fn rotate_view_keyboard(
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return;
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}
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cam.x += controls.keyboard_state.look_dir.x * -0.001;
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cam.y += controls.keyboard_state.look_dir.y * -0.001;
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controls.keyboard_state.look_dir = Vec2::ZERO;
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}
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fn rotate_view_gamepad(
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controls: Res<Controls>,
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mut cam: Query<&mut CameraRotationInput>,
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movement: Res<PlayerMovement>,
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) {
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let Ok(mut cam) = cam.get_single_mut() else {
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return;
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};
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let Some(gamepad) = controls.gamepad_state else {
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return;
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};
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if !gamepad.view_mode {
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if movement.any_direction {
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cam.x = 0.;
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}
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} else {
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cam.x += gamepad.look_dir.x * -0.001;
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cam.y += gamepad.look_dir.y * -0.001;
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}
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cam.0 += controls.look_dir * -0.001;
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}
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@@ -6,7 +6,7 @@ use bevy::prelude::*;
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use crate::player::PlayerBodyMesh;
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use super::{
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ControllerSet, Controls,
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ControlState, ControllerSet, Controls,
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controller_common::{JumpImpulse, MovementDampingFactor, MovementSpeed, PlayerMovement},
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};
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@@ -35,23 +35,13 @@ fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>) {
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fn rotate_rig(
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mut rig_transform_q: Option<Single<&mut Transform, With<PlayerBodyMesh>>>,
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mut controls: ResMut<Controls>,
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controls: Res<ControlState>,
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) {
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if controls.keyboard_state.view_mode {
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if controls.view_mode {
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return;
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}
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let look_dir;
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if let Some(gamepad) = controls.gamepad_state {
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look_dir = gamepad.look_dir + controls.keyboard_state.look_dir;
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if gamepad.view_mode {
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return;
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}
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} else {
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look_dir = controls.keyboard_state.look_dir;
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};
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let look_dir = controls.look_dir;
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if let Some(ref mut rig_transform) = rig_transform_q {
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// todo: Make consistent with the running controller
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@@ -74,8 +64,6 @@ fn rotate_rig(
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// let clamped_rotation = rig_transform.rotation.rotate_towards(target_rotation, 0.01);
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// rig_transform.rotation = clamped_rotation;
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}
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controls.keyboard_state.look_dir = Vec2::ZERO;
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}
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/// Responds to [`MovementAction`] events and moves character controllers accordingly.
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@@ -1,4 +1,4 @@
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use super::{ControllerSet, Controls, controller_common::MovementSpeedFactor};
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use super::{ControlState, ControllerSet, Controls, controller_common::MovementSpeedFactor};
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use crate::{GameState, player::PlayerBodyMesh};
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use avian3d::{math::*, prelude::*};
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use bevy::{ecs::query::Has, prelude::*};
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@@ -19,8 +19,7 @@ impl Plugin for CharacterControllerPlugin {
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set_movement_flag,
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update_grounded,
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apply_gravity,
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rotate_view_keyboard,
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rotate_view_gamepad, // todo consider merging these two
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rotate_view,
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movement,
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)
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.chain()
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@@ -77,38 +76,19 @@ fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>, controls: Res<
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}
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}
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fn rotate_view_gamepad(
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controls: Res<Controls>,
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fn rotate_view(
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controls: Res<ControlState>,
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mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
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) {
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let Some(gamepad) = controls.gamepad_state else {
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return;
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};
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if gamepad.view_mode {
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if controls.view_mode {
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return;
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}
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for mut tr in &mut player {
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tr.rotate_y(gamepad.look_dir.x * -0.001);
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tr.rotate_y(controls.look_dir.x * -0.001);
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}
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}
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fn rotate_view_keyboard(
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mut controls: ResMut<Controls>,
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mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
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) {
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if controls.keyboard_state.view_mode {
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return;
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}
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for mut tr in &mut player {
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tr.rotate_y(controls.keyboard_state.look_dir.x * -0.001);
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}
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controls.keyboard_state.look_dir = Vec2::ZERO;
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}
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/// Responds to [`MovementAction`] events and moves character controllers accordingly.
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fn movement(
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controls: Res<Controls>,
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@@ -26,12 +26,30 @@ pub fn plugin(app: &mut App) {
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mouse_rotate,
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mouse_click.run_if(on_event::<MouseButtonInput>),
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gamepad_connections.run_if(on_event::<GamepadEvent>),
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combine_controls,
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)
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.chain()
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.in_set(ControllerSet::CollectInputs)
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.run_if(in_state(GameState::Playing)),
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);
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}
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fn combine_controls(controls: Res<Controls>, mut combined_controls: ResMut<ControlState>) {
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let keyboard = controls.keyboard_state;
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if let Some(gamepad) = controls.gamepad_state {
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combined_controls.look_dir = gamepad.look_dir + keyboard.look_dir;
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combined_controls.move_dir = gamepad.move_dir + keyboard.move_dir;
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combined_controls.jump = gamepad.jump | keyboard.jump;
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combined_controls.view_mode = gamepad.view_mode | keyboard.view_mode;
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} else {
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combined_controls.look_dir = keyboard.look_dir;
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combined_controls.move_dir = keyboard.move_dir;
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combined_controls.jump = keyboard.jump;
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combined_controls.view_mode = keyboard.view_mode;
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};
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}
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/// Applies a square deadzone to a Vec2
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fn deadzone_square(v: Vec2, min: f32) -> Vec2 {
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Vec2::new(
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@@ -125,6 +143,8 @@ fn gamepad_controls(
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}
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fn mouse_rotate(mut mouse: EventReader<MouseMotion>, mut controls: ResMut<Controls>) {
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controls.keyboard_state.look_dir = Vec2::ZERO;
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for ev in mouse.read() {
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controls.keyboard_state.look_dir += ev.delta;
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}
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@@ -31,9 +31,9 @@ pub struct ControlState {
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}
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#[derive(Resource, Debug, Default)]
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pub struct Controls {
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pub keyboard_state: ControlState,
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pub gamepad_state: Option<ControlState>,
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struct Controls {
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keyboard_state: ControlState,
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gamepad_state: Option<ControlState>,
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}
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#[derive(Event)]
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@@ -44,6 +44,7 @@ pub struct SelectedController(ControllerSet);
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pub fn plugin(app: &mut App) {
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app.init_resource::<SelectedController>();
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app.init_resource::<ControlState>();
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app.add_plugins(controls::plugin);
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app.add_plugins(controller_common::plugin);
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