use super::TriggerArrow; use crate::{ GameState, billboards::Billboard, global_observer, heads_database::HeadsDatabase, hitpoints::Hit, loading_assets::GameAssets, physics_layers::GameLayer, sounds::PlaySound, utils::sprite_3d_animation::AnimationTimer, }; use avian3d::prelude::*; use bevy::{pbr::NotShadowCaster, prelude::*}; use bevy_sprite3d::{Sprite3dBuilder, Sprite3dParams}; use std::f32::consts::PI; #[derive(Component)] struct ArrowProjectile { damage: u32, } #[derive(Resource)] struct ShotAssets { image: Handle, layout: Handle, } pub fn plugin(app: &mut App) { app.add_systems(OnEnter(GameState::Playing), setup); app.add_systems(Update, update.run_if(in_state(GameState::Playing))); global_observer!(app, on_trigger_arrow); } fn setup(mut commands: Commands, assets: Res, mut sprite_params: Sprite3dParams) { let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None); let texture_atlas_layout = sprite_params.atlas_layouts.add(layout); commands.insert_resource(ShotAssets { image: assets.impact_atlas.clone(), layout: texture_atlas_layout, }); } fn on_trigger_arrow( trigger: Trigger, mut commands: Commands, query_transform: Query<&Transform>, heads_db: Res, ) { let state = trigger.0; commands.trigger(PlaySound::Crossbow); let rotation = if let Some(target) = state.target { let t = query_transform .get(target) .expect("target must have transform"); Transform::from_translation(state.pos) .looking_at(t.translation, Vec3::Y) .rotation } else { state.rot.mul_quat(Quat::from_rotation_y(PI)) }; let mut t = Transform::from_translation(state.pos).with_rotation(rotation); t.translation += t.forward().as_vec3() * 2.; let damage = heads_db.head_stats(state.head).damage; commands.spawn((Name::new("projectile-arrow"), ArrowProjectile { damage }, t)); } fn update( mut cmds: Commands, query: Query<(Entity, &Transform, &ArrowProjectile)>, spatial_query: SpatialQuery, assets: Res, mut sprite_params: Sprite3dParams, ) { for (e, t, arrow) in query.iter() { let filter = SpatialQueryFilter::from_mask(LayerMask( GameLayer::Level.to_bits() | GameLayer::Npc.to_bits(), )); if let Some(first_hit) = spatial_query.cast_shape( &Collider::sphere(0.5), t.translation, t.rotation, t.forward(), &ShapeCastConfig::from_max_distance(150.), &filter, ) { cmds.entity(first_hit.entity).trigger(Hit { damage: arrow.damage, }); cmds.spawn( Sprite3dBuilder { image: assets.image.clone(), pixels_per_metre: 128., alpha_mode: AlphaMode::Blend, unlit: true, ..default() } .bundle_with_atlas( &mut sprite_params, TextureAtlas { layout: assets.layout.clone(), index: 0, }, ), ) .insert(( Billboard::All, Transform::from_translation(first_hit.point1), NotShadowCaster, AnimationTimer::new(Timer::from_seconds(0.005, TimerMode::Repeating)), )); } cmds.entity(e).despawn(); } }