Sync reloading and cash (#66)

This commit is contained in:
PROMETHIA-27
2025-09-27 16:04:19 -04:00
committed by GitHub
parent 83c59519e5
commit fb4c6f501c
12 changed files with 285 additions and 225 deletions

View File

@@ -1,10 +1,17 @@
use super::{Backpack, UiHeadState};
#[cfg(feature = "server")]
use super::Backpack;
use super::UiHeadState;
use crate::{
GameState, HEDZ_GREEN, backpack::BackbackSwapEvent, control::ControlState, heads::HeadsImages,
loading_assets::UIAssets, sounds::PlaySound,
GameState, HEDZ_GREEN, loading_assets::UIAssets, protocol::PlayBackpackSound, sounds::PlaySound,
};
#[cfg(feature = "server")]
use crate::{backpack::BackbackSwapEvent, control::ControlState};
#[cfg(feature = "client")]
use crate::{global_observer, heads::HeadsImages};
use bevy::{ecs::spawn::SpawnIter, prelude::*};
use lightyear::prelude::input::native::ActionState;
#[cfg(feature = "server")]
use lightyear::prelude::{ActionsChannel, TriggerSender, input::native::ActionState};
use serde::{Deserialize, Serialize};
static HEAD_SLOTS: usize = 5;
@@ -14,18 +21,21 @@ struct BackpackMarker;
#[derive(Component, Default)]
struct BackpackCountText;
#[allow(unused)]
#[derive(Component, Default)]
struct HeadSelector(pub usize);
#[allow(unused)]
#[derive(Component, Default)]
struct HeadImage(pub usize);
#[allow(unused)]
#[derive(Component, Default)]
struct HeadDamage(pub usize);
#[derive(Resource, Default, Debug, Reflect)]
#[reflect(Resource, Default)]
struct BackpackUiState {
#[derive(Component, Default, Debug, Reflect, Serialize, Deserialize, PartialEq)]
#[reflect(Component, Default)]
pub struct BackpackUiState {
heads: [Option<UiHeadState>; 5],
scroll: usize,
count: usize,
@@ -33,6 +43,7 @@ struct BackpackUiState {
open: bool,
}
#[cfg(feature = "client")]
impl BackpackUiState {
fn relative_current_slot(&self) -> usize {
self.current_slot.saturating_sub(self.scroll)
@@ -41,14 +52,22 @@ impl BackpackUiState {
pub fn plugin(app: &mut App) {
app.register_type::<BackpackUiState>();
app.init_resource::<BackpackUiState>();
app.add_systems(OnEnter(GameState::Playing), setup);
#[cfg(feature = "server")]
app.add_systems(
Update,
(update, sync_on_change, update_visibility, update_count)
.run_if(in_state(GameState::Playing)),
FixedUpdate,
sync_on_change.run_if(in_state(GameState::Playing)),
);
#[cfg(feature = "client")]
app.add_systems(
FixedUpdate,
(update, update_visibility, update_count).run_if(in_state(GameState::Playing)),
);
#[cfg(feature = "server")]
app.add_systems(FixedUpdate, swap_head_inputs);
#[cfg(feature = "client")]
global_observer!(app, play_backpack_sound);
}
fn setup(mut commands: Commands, assets: Res<UIAssets>) {
@@ -185,80 +204,75 @@ fn spawn_head_ui(
)
}
#[cfg(feature = "client")]
fn update_visibility(
state: Res<BackpackUiState>,
mut backpack: Query<&mut Visibility, (With<BackpackMarker>, Without<BackpackCountText>)>,
mut count: Query<&mut Visibility, (Without<BackpackMarker>, With<BackpackCountText>)>,
state: Single<&BackpackUiState, Changed<BackpackUiState>>,
mut backpack: Single<&mut Visibility, (With<BackpackMarker>, Without<BackpackCountText>)>,
mut count: Single<&mut Visibility, (Without<BackpackMarker>, With<BackpackCountText>)>,
) {
if state.is_changed() {
for mut vis in backpack.iter_mut() {
*vis = if state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
}
**backpack = if state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
for mut vis in count.iter_mut() {
*vis = if !state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
}
}
**count = if !state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
}
#[cfg(feature = "client")]
fn update_count(
state: Res<BackpackUiState>,
text: Query<Entity, With<BackpackCountText>>,
state: Single<&BackpackUiState, Changed<BackpackUiState>>,
text: Option<Single<Entity, With<BackpackCountText>>>,
mut writer: TextUiWriter,
) {
if state.is_changed() {
let Some(text) = text.iter().next() else {
return;
};
let Some(text) = text else {
return;
};
*writer.text(text, 0) = state.count.to_string();
}
*writer.text(*text, 0) = state.count.to_string();
}
#[cfg(feature = "client")]
fn update(
state: Res<BackpackUiState>,
state: Single<&BackpackUiState, Changed<BackpackUiState>>,
heads_images: Res<HeadsImages>,
mut head_image: Query<(&HeadImage, &mut Visibility, &mut ImageNode), Without<HeadSelector>>,
mut head_damage: Query<(&HeadDamage, &mut Node), Without<HeadSelector>>,
mut head_selector: Query<(&HeadSelector, &mut Visibility), Without<HeadImage>>,
) {
if state.is_changed() {
for (HeadImage(head), mut vis, mut image) in head_image.iter_mut() {
if let Some(head) = &state.heads[*head] {
*vis = Visibility::Inherited;
image.image = heads_images.heads[head.head].clone();
} else {
*vis = Visibility::Hidden;
}
for (HeadImage(head), mut vis, mut image) in head_image.iter_mut() {
if let Some(head) = &state.heads[*head] {
*vis = Visibility::Inherited;
image.image = heads_images.heads[head.head].clone();
} else {
*vis = Visibility::Hidden;
}
for (HeadDamage(head), mut node) in head_damage.iter_mut() {
if let Some(head) = &state.heads[*head] {
node.height = Val::Percent(head.damage() * 100.0);
}
}
for (HeadDamage(head), mut node) in head_damage.iter_mut() {
if let Some(head) = &state.heads[*head] {
node.height = Val::Percent(head.damage() * 100.0);
}
}
for (HeadSelector(head), mut vis) in head_selector.iter_mut() {
*vis = if *head == state.relative_current_slot() {
Visibility::Inherited
} else {
Visibility::Hidden
};
}
for (HeadSelector(head), mut vis) in head_selector.iter_mut() {
*vis = if *head == state.relative_current_slot() {
Visibility::Inherited
} else {
Visibility::Hidden
};
}
}
#[cfg(feature = "server")]
fn swap_head_inputs(
player: Query<(&ActionState<ControlState>, Ref<Backpack>)>,
mut trigger: Single<&mut TriggerSender<PlayBackpackSound>>,
mut commands: Commands,
mut state: ResMut<BackpackUiState>,
mut state: Single<&mut BackpackUiState>,
time: Res<Time>,
) {
for (controls, backpack) in player.iter() {
@@ -268,7 +282,7 @@ fn swap_head_inputs(
if controls.backpack_toggle {
state.open = !state.open;
commands.trigger(PlaySound::Backpack { open: state.open });
trigger.trigger::<ActionsChannel>(PlayBackpackSound { open: state.open });
}
if !state.open {
@@ -295,9 +309,17 @@ fn swap_head_inputs(
}
}
#[cfg(feature = "client")]
fn play_backpack_sound(trigger: Trigger<PlayBackpackSound>, mut commands: Commands) {
commands.trigger(PlaySound::Backpack {
open: trigger.event().open,
});
}
#[cfg(feature = "server")]
fn sync_on_change(
backpack: Query<Ref<Backpack>>,
mut state: ResMut<BackpackUiState>,
mut state: Single<&mut BackpackUiState>,
time: Res<Time>,
) {
for backpack in backpack.iter() {
@@ -307,7 +329,8 @@ fn sync_on_change(
}
}
fn sync(backpack: &Backpack, state: &mut ResMut<BackpackUiState>, time: f32) {
#[cfg(feature = "server")]
fn sync(backpack: &Backpack, state: &mut Single<&mut BackpackUiState>, time: f32) {
state.count = backpack.heads.len();
state.scroll = state.scroll.min(state.count.saturating_sub(HEAD_SLOTS));