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