Cutscene + Items + Target sync (#64)

This commit is contained in:
PROMETHIA-27
2025-09-27 07:58:05 -04:00
committed by GitHub
parent 2f5d154d26
commit d582313013
8 changed files with 122 additions and 124 deletions

View File

@@ -13,13 +13,14 @@ use crate::{
use avian3d::prelude::*;
use bevy::prelude::*;
use marker::MarkerEvent;
use serde::{Deserialize, Serialize};
use std::f32::consts::PI;
#[derive(Component, Reflect, Default, Deref)]
#[derive(Component, Reflect, Default, Deref, PartialEq, Serialize, Deserialize)]
#[reflect(Component)]
pub struct AimTarget(pub Option<Entity>);
#[derive(Component, Reflect)]
#[derive(Component, Reflect, PartialEq, Serialize, Deserialize)]
#[reflect(Component)]
#[require(AimTarget)]
pub struct AimState {
@@ -39,6 +40,9 @@ impl Default for AimState {
}
pub fn plugin(app: &mut App) {
app.register_type::<AimState>();
app.register_type::<AimTarget>();
app.add_plugins(target_ui::plugin);
app.add_plugins(marker::plugin);
@@ -71,65 +75,66 @@ fn update_player_aim(
mut commands: Commands,
potential_targets: Query<(Entity, &Transform), With<Hitpoints>>,
player_rot: Query<(&Transform, &GlobalTransform), With<PlayerBodyMesh>>,
mut player_aim: Query<(Entity, &AimState, &mut AimTarget), With<Player>>,
mut player_aim: Query<(Entity, &AimState, &mut AimTarget, &Children), With<Player>>,
spatial_query: SpatialQuery,
) {
let Some((player, state, mut aim_target)) = player_aim.iter_mut().next() else {
return;
};
for (player, state, mut aim_target, children) in player_aim.iter_mut() {
assert_eq!(
children.len(),
1,
"expected player to have one direct child"
);
let Some((player_pos, player_forward)) = player_rot
.iter()
.next()
.map(|(t, global)| (global.translation(), t.forward()))
else {
return;
};
let (player_pos, player_forward) = player_rot
.get(*children.first().unwrap())
.map(|(t, global)| (global.translation(), t.forward()))
.unwrap();
let mut new_target = None;
let mut target_distance = f32::MAX;
let mut new_target = None;
let mut target_distance = f32::MAX;
for (e, t) in potential_targets.iter() {
if e == player {
continue;
}
let delta = player_pos - t.translation;
let distance = delta.length();
if distance > state.range {
continue;
}
let angle = player_forward.angle_between(delta.normalize());
if angle < state.max_angle && distance < target_distance {
if !line_of_sight(&spatial_query, player_pos, delta, distance) {
for (e, t) in potential_targets.iter() {
if e == player {
continue;
}
new_target = Some(e);
target_distance = distance;
}
}
let delta = player_pos - t.translation;
if let Some(e) = &aim_target.0
&& commands.get_entity(*e).is_err()
{
aim_target.0 = None;
return;
}
let distance = delta.length();
if new_target != aim_target.0 {
if state.spawn_marker {
if let Some(target) = new_target {
commands.trigger(MarkerEvent::Spawn(target));
} else {
commands.trigger(MarkerEvent::Despawn);
if distance > state.range {
continue;
}
let angle = player_forward.angle_between(delta.normalize());
if angle < state.max_angle && distance < target_distance {
if !line_of_sight(&spatial_query, player_pos, delta, distance) {
continue;
}
new_target = Some(e);
target_distance = distance;
}
}
aim_target.0 = new_target;
if let Some(e) = &aim_target.0
&& commands.get_entity(*e).is_err()
{
aim_target.0 = None;
return;
}
if new_target != aim_target.0 {
if state.spawn_marker {
if let Some(target) = new_target {
commands.trigger(MarkerEvent::Spawn(target));
} else {
commands.trigger(MarkerEvent::Despawn);
}
}
aim_target.0 = new_target;
}
}
}