* move client/server/config into shared * move platforms into shared * move head drops into shared * move tb_entities to shared * reduce server to just a call into shared * get solo play working * fix server opening window * fix fmt * extracted a few more modules from client * near completely migrated client * fixed duplicate CharacterInputEnabled definition * simplify a few things related to builds * more simplifications * fix warnings/check * ci update * address comments * try fixing macos steam build * address comments * address comments * CI tweaks with default client feature --------- Co-authored-by: PROMETHIA-27 <electriccobras@gmail.com>
53 lines
1.7 KiB
Rust
53 lines
1.7 KiB
Rust
use crate::{GameState, physics_layers::GameLayer, protocol::TbMapEntityId};
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use avian3d::prelude::*;
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use bevy::prelude::*;
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use bevy_replicon::prelude::Replicated;
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use bevy_trenchbroom::physics::SceneCollidersReady;
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pub fn plugin(app: &mut App) {
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app.add_systems(OnEnter(GameState::MapLoading), setup_scene);
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands
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.spawn((
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Name::new("LevelRoot"),
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CollisionLayers::new(LayerMask(GameLayer::Level.to_bits()), LayerMask::ALL),
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SceneRoot(asset_server.load("maps/map1.map#Scene")),
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))
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.observe(
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|t: On<SceneCollidersReady>,
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children: Query<&Children>,
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map_entities: Query<&TbMapEntityId>,
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mut commands: Commands,
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mut next_game_state: ResMut<NextState<GameState>>| {
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info!("map loaded");
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for child in children.get(t.event().scene_root_entity).unwrap() {
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commands.entity(*child).remove::<ChildOf>();
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if map_entities.contains(*child) {
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commands.entity(*child).insert(Replicated);
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}
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}
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commands.entity(t.scene_root_entity).insert(Replicated);
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next_game_state.set(GameState::Waiting);
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},
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);
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commands.spawn((
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DirectionalLight {
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illuminance: light_consts::lux::OVERCAST_DAY,
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shadows_enabled: true,
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..default()
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},
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Transform {
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translation: Vec3::new(0.0, 2.0, 0.0),
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rotation: Quat::from_rotation_x(-1.7),
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..default()
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},
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));
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}
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