Simple ai shooting PoC (#23)

This commit is contained in:
extrawurst
2025-04-04 23:00:15 +02:00
committed by GitHub
parent 145c30663e
commit e49373061e
11 changed files with 258 additions and 120 deletions

60
src/aim/marker.rs Normal file
View File

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use crate::{GameState, loading_assets::UIAssets, utils::billboards::Billboard};
use bevy::prelude::*;
use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams};
use ops::sin;
#[derive(Component, Reflect)]
#[reflect(Component)]
struct TargetMarker;
#[derive(Event)]
pub enum MarkerEvent {
Spawn(Entity),
Despawn,
}
pub fn plugin(app: &mut App) {
app.add_systems(Update, move_marker.run_if(in_state(GameState::Playing)));
app.add_observer(marker_event);
}
fn move_marker(mut query: Query<&mut Transform, With<TargetMarker>>, time: Res<Time>) {
for mut transform in query.iter_mut() {
transform.translation = Vec3::new(0., 3. + (sin(time.elapsed_secs() * 6.) * 0.2), 0.);
}
}
fn marker_event(
trigger: Trigger<MarkerEvent>,
mut commands: Commands,
assets: Res<UIAssets>,
mut sprite_params: Sprite3dParams,
marker: Query<Entity, With<TargetMarker>>,
) {
for m in marker.iter() {
commands.entity(m).despawn_recursive();
}
let MarkerEvent::Spawn(target) = trigger.event() else {
return;
};
let id = commands
.spawn((
Name::new("aim-marker"),
Billboard,
TargetMarker,
Transform::default(),
Sprite3dBuilder {
image: assets.head_selector.clone(),
pixels_per_metre: 30.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
}
.bundle(&mut sprite_params),
))
.id();
commands.entity(*target).add_child(id);
}