use crate::{ aim::AimState, billboards::Billboard, npc::Hit, physics_layers::GameLayer, player::{Player, PlayerRig}, sounds::PlaySound, tb_entities::EnemySpawn, }; use avian3d::prelude::{ Collider, CollisionLayers, CollisionStarted, LayerMask, PhysicsLayer, Sensor, }; use bevy::{pbr::NotShadowCaster, prelude::*}; use bevy_polyline::prelude::*; use bevy_sprite3d::{Sprite3d, Sprite3dBuilder, Sprite3dParams}; use std::f32::consts::PI; #[derive(Component)] struct Shot { time: f32, } const MAX_SHOT_AGES: f32 = 1.; #[derive(Event, Reflect)] pub enum TriggerState { Active, Inactive, } #[derive(Resource)] struct ShotAssets { image: Handle, layout: Handle, } //TODO: give its own plugin #[derive(Component, Deref, DerefMut)] struct AnimationTimer(Timer); pub fn plugin(app: &mut App) { app.add_systems(Startup, setup); app.add_systems( Update, (update, shot_collision, enemy_hit, timeout, animate_sprite), ); app.add_observer(on_trigger_state); } fn setup( mut commands: Commands, asset_server: Res, mut sprite_params: Sprite3dParams, ) { let image = asset_server.load("textures/fx/impact.png"); 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, layout: texture_atlas_layout, }); } fn on_trigger_state( trigger: Trigger, mut commands: Commands, aim: Res, player_rot: Query<&Transform, With>, player_pos: Query<&Transform, With>, target_transform: Query<&Transform, (Without, Without)>, time: Res