Files
HEDZReloaded/src/character.rs
2025-05-13 23:25:58 +02:00

228 lines
6.5 KiB
Rust

use crate::{
GameState, heads_database::HeadsDatabase, loading_assets::GameAssets, utils::trail::Trail,
};
use bevy::{
ecs::system::SystemParam, platform::collections::HashMap, prelude::*, scene::SceneInstanceReady,
};
use std::{f32::consts::PI, time::Duration};
#[derive(Component, Debug)]
pub struct ProjectileOrigin;
#[derive(Component, Debug)]
pub struct AnimatedCharacter {
head: usize,
rotate_180: bool,
}
impl AnimatedCharacter {
pub fn new(head: usize) -> Self {
Self {
head,
rotate_180: false,
}
}
pub fn with_rotation(self) -> Self {
let mut s = self;
s.rotate_180 = true;
s
}
}
#[derive(Component, Debug)]
struct AnimatedCharacterAsset(pub Handle<Gltf>);
#[derive(SystemParam)]
pub struct CharacterHierarchy<'w, 's> {
descendants: Query<'w, 's, &'static Children>,
projectile_origin: Query<'w, 's, &'static GlobalTransform, With<ProjectileOrigin>>,
}
impl CharacterHierarchy<'_, '_> {
pub fn projectile_origin(&self, entity: Entity) -> Option<&GlobalTransform> {
self.descendants
.iter_descendants(entity)
.find_map(|child| self.projectile_origin.get(child).ok())
}
}
#[derive(Component, Debug, Reflect)]
#[reflect(Component)]
pub struct CharacterAnimations {
pub idle: AnimationNodeIndex,
pub run: AnimationNodeIndex,
pub jump: AnimationNodeIndex,
pub shooting: Option<AnimationNodeIndex>,
pub graph: Handle<AnimationGraph>,
}
pub fn plugin(app: &mut App) {
app.add_systems(
Update,
(spawn, setup_once_loaded).run_if(in_state(GameState::Playing)),
);
#[cfg(feature = "dbg")]
app.add_systems(
Update,
debug_show_projectile_origin_and_trial.run_if(in_state(GameState::Playing)),
);
}
fn spawn(
mut commands: Commands,
query: Query<(Entity, &AnimatedCharacter), Added<AnimatedCharacter>>,
gltf_assets: Res<Assets<Gltf>>,
assets: Res<GameAssets>,
heads_db: Res<HeadsDatabase>,
) {
for (entity, character) in query.iter() {
let key = heads_db.head_key(character.head);
let handle = assets
.characters
.get(format!("{key}.glb").as_str())
.unwrap_or_else(|| {
//TODO: remove once we use the new format for all
info!("Character not found, using default [{}]", key);
&assets.characters["angry demonstrator.glb"]
});
let asset = gltf_assets.get(handle).unwrap();
let mut t =
Transform::from_translation(Vec3::new(0., -1.45, 0.)).with_scale(Vec3::splat(1.2));
if character.rotate_180 {
t.rotate_y(PI);
}
commands
.entity(entity)
.insert((
t,
SceneRoot(asset.scenes[0].clone()),
AnimatedCharacterAsset(handle.clone()),
))
.observe(find_marker_bones);
}
}
fn find_marker_bones(
trigger: Trigger<SceneInstanceReady>,
mut commands: Commands,
descendants: Query<&Children>,
name: Query<&Name>,
mut gizmo_assets: ResMut<Assets<GizmoAsset>>,
) {
let entity = trigger.target();
let mut origin_found = false;
for child in descendants.iter_descendants(entity) {
let Ok(name) = name.get(child) else {
continue;
};
if name.as_str() == "ProjectileOrigin" {
commands.entity(child).insert(ProjectileOrigin);
origin_found = true;
} else if name.as_str().starts_with("Trail") {
commands.entity(child).insert((
Trail::new(
20,
LinearRgba::new(1., 1.0, 1., 0.5),
LinearRgba::new(1., 1., 1., 0.5),
),
Gizmo {
handle: gizmo_assets.add(GizmoAsset::default()),
line_config: GizmoLineConfig {
width: 24.,
..default()
},
..default()
},
));
}
}
if !origin_found {
error!("ProjectileOrigin not found");
}
}
fn setup_once_loaded(
mut commands: Commands,
mut query: Query<(Entity, &mut AnimationPlayer), Added<AnimationPlayer>>,
parent: Query<&ChildOf>,
animated_character: Query<(&AnimatedCharacter, &AnimatedCharacterAsset)>,
gltf_assets: Res<Assets<Gltf>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
for (entity, mut player) in &mut query {
let Some((_character, asset)) = parent
.iter_ancestors(entity)
.find_map(|ancestor| animated_character.get(ancestor).ok())
else {
continue;
};
let asset = gltf_assets.get(asset.0.id()).unwrap();
let animations = asset
.named_animations
.iter()
.map(|(name, animation)| (name.to_string(), animation.clone()))
.collect::<HashMap<_, _>>();
let mut clips = vec![
animations["idle"].clone(),
animations["run"].clone(),
animations["jump"].clone(),
];
if let Some(shooting_animation) = animations.get("shoot") {
clips.push(shooting_animation.clone());
}
let (graph, node_indices) = AnimationGraph::from_clips(clips);
// Insert a resource with the current scene information
let graph_handle = graphs.add(graph);
let animations = CharacterAnimations {
idle: node_indices[0],
run: node_indices[1],
jump: node_indices[2],
shooting: if node_indices.len() == 4 {
Some(node_indices[3])
} else {
None
},
graph: graph_handle.clone(),
};
let mut transitions = AnimationTransitions::new();
transitions
.play(&mut player, animations.idle, Duration::ZERO)
.repeat();
commands
.entity(entity)
.insert(AnimationGraphHandle(animations.graph.clone()))
.insert(transitions)
.insert(animations);
}
}
#[cfg(feature = "dbg")]
fn debug_show_projectile_origin_and_trial(
mut gizmos: Gizmos,
query: Query<&GlobalTransform, Or<(With<ProjectileOrigin>, With<Trail>)>>,
) {
for projectile_origin in query.iter() {
gizmos.sphere(
Isometry3d::from_translation(projectile_origin.translation()),
0.1,
Color::linear_rgb(0., 1., 0.),
);
}
}