Files
HEDZReloaded/crates/shared/src/control/controller_running.rs
PROMETHIA-27 b83e506a4d Bevy 0.17 Migration Final PR (#76)
* Get bevy 0.17 compiling and running (#72)

* get bevy 0.17 compiling and running

* try to fix CI breaking from const assertion for client/server features

* fix `bin` -> `lib` for `shared` in CI

* typo

* fix some collider issues (#73)

* Physics/controller improvements (#74)

* trying to fix physics prediction

* fixed prediction desync

* substantial controller improvements

* Finish off main bevy 0.17 migration (#75)

* fix lookdir issues
- airplane moving backwards
- player model facing backwards
- camera was technically backwards the whole time, and player models were facing the right way; camera is now facing forwards
- firing without a target now respects lookdir

* fix aim targeting

* migrate to bevy_trenchbroom 0.10 crates release

* fixed colliders not being adjusted out of worldspace

* predict platforms to stop constant rollbacks while riding them

* fix key/head drop visuals not working

* Fix key/head drop random initial force

* fixed static head drops duplicating

* fix platform velocity inheritance

* fix thrown projectiles not autorotating

* fix inconsistent explosion animations

* update avian3d to 0.4.1

* fix controller snapping to fixed angle upon switching heads

* clean up commented code

* fix broken physics positions

* Clean comments, fix warnings (#77)

* clean comments, fix warnings

* fix missing import

* steamworks 162 libs

* fix mouselook

---------

Co-authored-by: extrawurst <mail@rusticorn.com>
2025-11-15 09:16:38 -05:00

81 lines
2.4 KiB
Rust

use super::{ControlState, ControllerSet};
use crate::{
GameState,
animation::AnimationFlags,
control::{ControllerSettings, controller_common::MovementSpeedFactor},
};
#[cfg(feature = "client")]
use crate::{control::LookDirMovement, player::PlayerBodyMesh};
use bevy::prelude::*;
use happy_feet::prelude::{Grounding, KinematicVelocity, MoveInput};
use lightyear::prelude::input::native::ActionState;
pub struct CharacterControllerPlugin;
impl Plugin for CharacterControllerPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
FixedUpdate,
(
#[cfg(feature = "client")]
rotate_view,
apply_controls,
)
.chain()
.in_set(ControllerSet::ApplyControlsRun)
.run_if(in_state(GameState::Playing)),
);
}
}
#[cfg(feature = "client")]
fn rotate_view(
actions: Query<&ActionState<ControlState>>,
look_dir: Res<LookDirMovement>,
mut player: Query<(&mut Transform, &ChildOf), With<PlayerBodyMesh>>,
) {
for (mut tr, child_of) in player.iter_mut() {
let controls = actions.get(child_of.parent()).unwrap();
if controls.view_mode {
continue;
}
tr.rotate_y(look_dir.0.x * -0.001);
}
}
fn apply_controls(
character: Single<(
&mut MoveInput,
&mut Grounding,
&mut KinematicVelocity,
&mut AnimationFlags,
&ControllerSettings,
&MovementSpeedFactor,
&ActionState<ControlState>,
)>,
) {
let (mut move_input, mut grounding, mut velocity, mut flags, settings, move_factor, controls) =
character.into_inner();
let ground_normal = *grounding.normal().unwrap_or(Dir3::Y);
let mut direction = controls.move_dir.extend(0.0).xzy();
let look_dir_right = controls.look_dir.cross(Vec3::Y);
direction = (controls.look_dir * direction.z) + (look_dir_right * direction.x);
let y_projection = direction.project_onto(ground_normal);
direction -= y_projection;
direction = direction.normalize_or_zero();
move_input.set(direction * move_factor.0);
if controls.jump && grounding.is_grounded() {
if cfg!(feature = "server") {
flags.jumping = true;
flags.jump_count += 1;
}
happy_feet::movement::jump(settings.jump_force, &mut velocity, &mut grounding, Dir3::Y)
}
}