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;
}

View File

@@ -6,7 +6,7 @@ use bevy::prelude::*;
use crate::player::PlayerBodyMesh;
use super::{
ControllerSet, Controls,
ControlState, ControllerSet, Controls,
controller_common::{JumpImpulse, MovementDampingFactor, MovementSpeed, PlayerMovement},
};
@@ -35,23 +35,13 @@ fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>) {
fn rotate_rig(
mut rig_transform_q: Option<Single<&mut Transform, With<PlayerBodyMesh>>>,
mut controls: ResMut<Controls>,
controls: Res<ControlState>,
) {
if controls.keyboard_state.view_mode {
if controls.view_mode {
return;
}
let look_dir;
if let Some(gamepad) = controls.gamepad_state {
look_dir = gamepad.look_dir + controls.keyboard_state.look_dir;
if gamepad.view_mode {
return;
}
} else {
look_dir = controls.keyboard_state.look_dir;
};
let look_dir = controls.look_dir;
if let Some(ref mut rig_transform) = rig_transform_q {
// todo: Make consistent with the running controller
@@ -74,8 +64,6 @@ fn rotate_rig(
// let clamped_rotation = rig_transform.rotation.rotate_towards(target_rotation, 0.01);
// rig_transform.rotation = clamped_rotation;
}
controls.keyboard_state.look_dir = Vec2::ZERO;
}
/// Responds to [`MovementAction`] events and moves character controllers accordingly.

View File

@@ -1,4 +1,4 @@
use super::{ControllerSet, Controls, controller_common::MovementSpeedFactor};
use super::{ControlState, ControllerSet, Controls, controller_common::MovementSpeedFactor};
use crate::{GameState, player::PlayerBodyMesh};
use avian3d::{math::*, prelude::*};
use bevy::{ecs::query::Has, prelude::*};
@@ -19,8 +19,7 @@ impl Plugin for CharacterControllerPlugin {
set_movement_flag,
update_grounded,
apply_gravity,
rotate_view_keyboard,
rotate_view_gamepad, // todo consider merging these two
rotate_view,
movement,
)
.chain()
@@ -77,38 +76,19 @@ fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>, controls: Res<
}
}
fn rotate_view_gamepad(
controls: Res<Controls>,
fn rotate_view(
controls: Res<ControlState>,
mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
) {
let Some(gamepad) = controls.gamepad_state else {
return;
};
if gamepad.view_mode {
if controls.view_mode {
return;
}
for mut tr in &mut player {
tr.rotate_y(gamepad.look_dir.x * -0.001);
tr.rotate_y(controls.look_dir.x * -0.001);
}
}
fn rotate_view_keyboard(
mut controls: ResMut<Controls>,
mut player: Query<&mut Transform, With<PlayerBodyMesh>>,
) {
if controls.keyboard_state.view_mode {
return;
}
for mut tr in &mut player {
tr.rotate_y(controls.keyboard_state.look_dir.x * -0.001);
}
controls.keyboard_state.look_dir = Vec2::ZERO;
}
/// Responds to [`MovementAction`] events and moves character controllers accordingly.
fn movement(
controls: Res<Controls>,

View File

@@ -26,12 +26,30 @@ pub fn plugin(app: &mut App) {
mouse_rotate,
mouse_click.run_if(on_event::<MouseButtonInput>),
gamepad_connections.run_if(on_event::<GamepadEvent>),
combine_controls,
)
.chain()
.in_set(ControllerSet::CollectInputs)
.run_if(in_state(GameState::Playing)),
);
}
fn combine_controls(controls: Res<Controls>, mut combined_controls: ResMut<ControlState>) {
let keyboard = controls.keyboard_state;
if let Some(gamepad) = controls.gamepad_state {
combined_controls.look_dir = gamepad.look_dir + keyboard.look_dir;
combined_controls.move_dir = gamepad.move_dir + keyboard.move_dir;
combined_controls.jump = gamepad.jump | keyboard.jump;
combined_controls.view_mode = gamepad.view_mode | keyboard.view_mode;
} else {
combined_controls.look_dir = keyboard.look_dir;
combined_controls.move_dir = keyboard.move_dir;
combined_controls.jump = keyboard.jump;
combined_controls.view_mode = keyboard.view_mode;
};
}
/// Applies a square deadzone to a Vec2
fn deadzone_square(v: Vec2, min: f32) -> Vec2 {
Vec2::new(
@@ -125,6 +143,8 @@ fn gamepad_controls(
}
fn mouse_rotate(mut mouse: EventReader<MouseMotion>, mut controls: ResMut<Controls>) {
controls.keyboard_state.look_dir = Vec2::ZERO;
for ev in mouse.read() {
controls.keyboard_state.look_dir += ev.delta;
}

View File

@@ -31,9 +31,9 @@ pub struct ControlState {
}
#[derive(Resource, Debug, Default)]
pub struct Controls {
pub keyboard_state: ControlState,
pub gamepad_state: Option<ControlState>,
struct Controls {
keyboard_state: ControlState,
gamepad_state: Option<ControlState>,
}
#[derive(Event)]
@@ -44,6 +44,7 @@ pub struct SelectedController(ControllerSet);
pub fn plugin(app: &mut App) {
app.init_resource::<SelectedController>();
app.init_resource::<ControlState>();
app.add_plugins(controls::plugin);
app.add_plugins(controller_common::plugin);