fix look around with gamepad
This commit is contained in:
@@ -37,7 +37,7 @@ pub fn plugin(app: &mut App) {
|
||||
app.register_type::<CameraState>();
|
||||
app.init_resource::<CameraState>();
|
||||
app.add_systems(Startup, startup);
|
||||
app.add_systems(Update, (update, rotate_view));
|
||||
app.add_systems(Update, (update, rotate_view_keyboard, rotate_view_gamepad));
|
||||
}
|
||||
|
||||
fn startup(mut commands: Commands) {
|
||||
@@ -92,7 +92,7 @@ fn update(
|
||||
*cam_transform = Transform::from_translation(cam_pos).looking_at(target, Vec3::Y);
|
||||
}
|
||||
|
||||
fn rotate_view(
|
||||
fn rotate_view_keyboard(
|
||||
mut controls: ResMut<Controls>,
|
||||
mut cam: Query<&mut CameraRotation>,
|
||||
movement: Res<PlayerMovement>,
|
||||
@@ -105,6 +105,7 @@ fn rotate_view(
|
||||
if movement.any_direction {
|
||||
cam.0 = 0.;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -112,3 +113,25 @@ fn rotate_view(
|
||||
|
||||
controls.keyboard_state.look_dir = Vec2::ZERO;
|
||||
}
|
||||
|
||||
fn rotate_view_gamepad(
|
||||
controls: Res<Controls>,
|
||||
mut cam: Query<&mut CameraRotation>,
|
||||
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.0 = 0.;
|
||||
}
|
||||
} else {
|
||||
cam.0 += gamepad.look_dir.x * -0.001;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,7 +56,7 @@ fn main() {
|
||||
app.add_plugins(DefaultPlugins.set(WindowPlugin {
|
||||
primary_window: Some(Window {
|
||||
title: "HEDZ reloaded".into(),
|
||||
resolution: (1024., 768.).into(),
|
||||
// resolution: (1024., 768.).into(),
|
||||
..default()
|
||||
}),
|
||||
..default()
|
||||
|
||||
@@ -56,7 +56,7 @@ pub fn plugin(app: &mut App) {
|
||||
apply_controls.in_set(TnuaUserControlsSystemSet),
|
||||
);
|
||||
|
||||
app.add_systems(Update, rotate_view);
|
||||
app.add_systems(Update, (rotate_view_keyboard, rotate_view_gamepad));
|
||||
|
||||
app.add_observer(update_head);
|
||||
}
|
||||
@@ -126,7 +126,25 @@ fn spawn(
|
||||
player_spawned.spawned = true;
|
||||
}
|
||||
|
||||
fn rotate_view(
|
||||
fn rotate_view_gamepad(
|
||||
controls: Res<Controls>,
|
||||
// todo: Put the player head as a child of the rig to avoid this mess:
|
||||
mut player: Query<&mut Transform, With<PlayerRig>>,
|
||||
) {
|
||||
let Some(gamepad) = controls.gamepad_state else {
|
||||
return;
|
||||
};
|
||||
|
||||
if gamepad.view_mode {
|
||||
return;
|
||||
}
|
||||
|
||||
for mut tr in &mut player {
|
||||
tr.rotate_y(gamepad.look_dir.x * -0.001);
|
||||
}
|
||||
}
|
||||
|
||||
fn rotate_view_keyboard(
|
||||
mut controls: ResMut<Controls>,
|
||||
// todo: Put the player head as a child of the rig to avoid this mess:
|
||||
mut player: Query<&mut Transform, With<PlayerRig>>,
|
||||
@@ -137,10 +155,6 @@ fn rotate_view(
|
||||
|
||||
for mut tr in &mut player {
|
||||
tr.rotate_y(controls.keyboard_state.look_dir.x * -0.001);
|
||||
|
||||
if let Some(gamepad) = controls.gamepad_state {
|
||||
tr.rotate_y(gamepad.look_dir.x * -0.001);
|
||||
}
|
||||
}
|
||||
|
||||
controls.keyboard_state.look_dir = Vec2::ZERO;
|
||||
|
||||
Reference in New Issue
Block a user