Files
HEDZReloaded/crates/hedz_reloaded/src/abilities/arrow.rs

126 lines
3.5 KiB
Rust

use super::TriggerArrow;
use crate::{
GameState, global_observer,
heads_database::HeadsDatabase,
hitpoints::Hit,
loading_assets::GameAssets,
physics_layers::GameLayer,
utils::{Billboard, sprite_3d_animation::AnimationTimer},
};
use avian3d::prelude::*;
use bevy::{light::NotShadowCaster, prelude::*};
use bevy_sprite3d::Sprite3d;
#[derive(Component)]
struct ArrowProjectile {
damage: u32,
}
#[derive(Resource)]
struct ShotAssets {
image: Handle<Image>,
layout: Handle<TextureAtlasLayout>,
}
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<GameAssets>, asset_server: Res<AssetServer>) {
let layout = TextureAtlasLayout::from_grid(UVec2::splat(256), 7, 6, None, None);
let layout = asset_server.add(layout);
commands.insert_resource(ShotAssets {
image: assets.impact_atlas.clone(),
layout,
});
}
fn on_trigger_arrow(
trigger: On<TriggerArrow>,
mut commands: Commands,
query_transform: Query<&Transform>,
heads_db: Res<HeadsDatabase>,
) {
let state = trigger.0;
#[cfg(feature = "client")]
commands.trigger(crate::protocol::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()
};
let mut transform = Transform::from_translation(state.pos).with_rotation(rotation);
transform.translation += transform.forward().as_vec3() * 2.;
let damage = heads_db.head_stats(state.head).damage;
commands.spawn((
Name::new("projectile-arrow"),
ArrowProjectile { damage },
transform,
));
}
fn update(
mut cmds: Commands,
query: Query<(Entity, &Transform, &ArrowProjectile)>,
spatial_query: SpatialQuery,
assets: Res<ShotAssets>,
) {
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.trigger(Hit {
damage: arrow.damage,
entity: first_hit.entity,
});
cmds.spawn((
Sprite3d {
pixels_per_metre: 128.,
alpha_mode: AlphaMode::Blend,
unlit: true,
..default()
},
Sprite {
image: assets.image.clone(),
texture_atlas: Some(TextureAtlas {
layout: assets.layout.clone(),
index: 0,
}),
..default()
},
))
.insert((
Billboard::All,
Transform::from_translation(first_hit.point1),
NotShadowCaster,
AnimationTimer::new(Timer::from_seconds(0.005, TimerMode::Repeating)),
));
}
cmds.entity(e).despawn();
}
}