* 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>
243 lines
7.3 KiB
Rust
243 lines
7.3 KiB
Rust
#[cfg(feature = "server")]
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use super::ActiveHeads;
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use super::HEAD_SLOTS;
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#[cfg(feature = "client")]
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use super::HeadsImages;
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#[cfg(feature = "server")]
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use crate::player::Player;
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use crate::{GameState, backpack::UiHeadState, loading_assets::UIAssets};
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use bevy::{ecs::spawn::SpawnIter, prelude::*};
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use serde::{Deserialize, Serialize};
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use std::f32::consts::PI;
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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struct HeadSelector(pub usize);
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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struct HeadImage(pub usize);
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#[derive(Component, Reflect, Default)]
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#[reflect(Component)]
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struct HeadDamage(pub usize);
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#[derive(Component, Default, Reflect, Serialize, Deserialize, PartialEq)]
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#[reflect(Component)]
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pub struct UiActiveHeads {
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heads: [Option<UiHeadState>; 5],
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selected_slot: usize,
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}
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pub fn plugin(app: &mut App) {
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app.register_type::<HeadDamage>();
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app.register_type::<UiActiveHeads>();
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app.add_systems(OnEnter(GameState::Playing), setup);
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#[cfg(feature = "server")]
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app.add_systems(FixedUpdate, sync.run_if(in_state(GameState::Playing)));
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#[cfg(feature = "client")]
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app.add_systems(
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FixedUpdate,
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(update, update_ammo, update_health).run_if(in_state(GameState::Playing)),
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);
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}
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fn setup(mut commands: Commands, assets: Res<UIAssets>) {
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commands.spawn((
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Name::new("heads-ui"),
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(20.0),
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right: Val::Px(20.0),
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height: Val::Px(74.0),
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..default()
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},
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Children::spawn(SpawnIter((0..HEAD_SLOTS).map({
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let bg = assets.head_bg.clone();
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let regular = assets.head_regular.clone();
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let selector = assets.head_selector.clone();
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let damage = assets.head_damage.clone();
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move |i| {
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spawn_head_ui(
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bg.clone(),
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regular.clone(),
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selector.clone(),
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damage.clone(),
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i,
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)
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}
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}))),
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));
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}
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fn spawn_head_ui(
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bg: Handle<Image>,
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regular: Handle<Image>,
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selector: Handle<Image>,
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damage: Handle<Image>,
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head_slot: usize,
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) -> impl Bundle {
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const SIZE: f32 = 90.0;
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const DAMAGE_SIZE: f32 = 74.0;
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(
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Node {
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position_type: PositionType::Relative,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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width: Val::Px(SIZE),
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..default()
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},
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children![
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(
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(-30.0),
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..default()
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},
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Visibility::Hidden,
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ImageNode::new(selector),
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HeadSelector(head_slot),
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),
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(
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ImageNode::new(bg),
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),
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(
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Name::new("head-icon"),
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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BorderRadius::all(Val::Px(9999.)),
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BackgroundGradient::from(ConicGradient {
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start: 0.,
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stops: vec![
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AngularColorStop::new(Color::linear_rgba(0., 0., 0., 0.9), 0.),
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AngularColorStop::new(Color::linear_rgba(0., 0., 0., 0.9), PI * 1.5),
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AngularColorStop::new(Color::linear_rgba(0., 0., 0., 0.0), PI * 1.5),
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],
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position: UiPosition::CENTER,
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color_space: InterpolationColorSpace::Srgba,
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}),
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ImageNode::default(),
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Visibility::Hidden,
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HeadImage(head_slot),
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),
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(
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Node {
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position_type: PositionType::Absolute,
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..default()
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},
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ImageNode::new(regular),
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),
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(
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Node {
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height: Val::Px(DAMAGE_SIZE),
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width: Val::Px(DAMAGE_SIZE),
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..default()
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},
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children![(
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HeadDamage(head_slot),
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Node {
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position_type: PositionType::Absolute,
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display: Display::Block,
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overflow: Overflow::clip(),
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top: Val::Px(0.),
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left: Val::Px(0.),
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right: Val::Px(0.),
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height: Val::Percent(25.),
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..default()
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},
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children![ImageNode::new(damage)]
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)]
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)
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],
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)
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}
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#[cfg(feature = "client")]
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fn update(
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res: Single<&UiActiveHeads, Changed<UiActiveHeads>>,
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heads_images: Res<HeadsImages>,
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mut head_image: Query<(&HeadImage, &mut Visibility, &mut ImageNode), Without<HeadSelector>>,
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mut head_selector: Query<(&HeadSelector, &mut Visibility), Without<HeadImage>>,
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) {
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for (HeadImage(head), mut vis, mut image) in head_image.iter_mut() {
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if let Some(head) = res.heads[*head] {
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*vis = Visibility::Visible;
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image.image = heads_images.heads[head.head].clone();
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} else {
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*vis = Visibility::Hidden;
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}
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}
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for (HeadSelector(head), mut vis) in head_selector.iter_mut() {
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*vis = if *head == res.selected_slot {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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}
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}
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#[cfg(feature = "client")]
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fn update_ammo(
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res: Single<&UiActiveHeads, Changed<UiActiveHeads>>,
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mut gradients: Query<(&mut BackgroundGradient, &HeadImage)>,
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) {
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for (mut gradient, HeadImage(head)) in gradients.iter_mut() {
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if let Some(head) = res.heads[*head] {
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let Gradient::Conic(gradient) = &mut gradient.0[0] else {
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continue;
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};
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let progress = if let Some(reloading) = head.reloading() {
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1. - reloading
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} else {
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head.ammo_used()
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};
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let angle = progress * PI * 2.;
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gradient.stops[1].angle = Some(angle);
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gradient.stops[2].angle = Some(angle);
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}
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}
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}
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#[cfg(feature = "client")]
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fn update_health(
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res: Single<&UiActiveHeads, Changed<UiActiveHeads>>,
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mut query: Query<(&mut Node, &HeadDamage)>,
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) {
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for (mut node, HeadDamage(head)) in query.iter_mut() {
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node.height = Val::Percent(res.heads[*head].map(|head| head.damage()).unwrap_or(0.) * 100.);
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}
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}
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#[cfg(feature = "server")]
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fn sync(
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active_heads: Query<Ref<ActiveHeads>, With<Player>>,
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mut state: Single<&mut UiActiveHeads>,
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time: Res<Time>,
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) {
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let Ok(active_heads) = active_heads.single() else {
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return;
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};
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if active_heads.is_changed() || active_heads.reloading() {
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state.selected_slot = active_heads.selected_slot;
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for i in 0..HEAD_SLOTS {
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state.heads[i] = active_heads
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.head(i)
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.map(|state| UiHeadState::new(state, time.elapsed_secs()));
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}
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}
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}
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