Files
HEDZReloaded/crates/shared/src/backpack/backpack_ui.rs
2025-09-27 17:04:19 -03:00

353 lines
10 KiB
Rust

#[cfg(feature = "server")]
use super::Backpack;
use super::UiHeadState;
use crate::{
GameState, HEDZ_GREEN, loading_assets::UIAssets, protocol::PlayBackpackSound, sounds::PlaySound,
};
#[cfg(feature = "server")]
use crate::{backpack::BackbackSwapEvent, control::ControlState};
#[cfg(feature = "client")]
use crate::{global_observer, heads::HeadsImages};
use bevy::{ecs::spawn::SpawnIter, prelude::*};
#[cfg(feature = "server")]
use lightyear::prelude::{ActionsChannel, TriggerSender, input::native::ActionState};
use serde::{Deserialize, Serialize};
static HEAD_SLOTS: usize = 5;
#[derive(Component, Default)]
struct BackpackMarker;
#[derive(Component, Default)]
struct BackpackCountText;
#[allow(unused)]
#[derive(Component, Default)]
struct HeadSelector(pub usize);
#[allow(unused)]
#[derive(Component, Default)]
struct HeadImage(pub usize);
#[allow(unused)]
#[derive(Component, Default)]
struct HeadDamage(pub usize);
#[derive(Component, Default, Debug, Reflect, Serialize, Deserialize, PartialEq)]
#[reflect(Component, Default)]
pub struct BackpackUiState {
heads: [Option<UiHeadState>; 5],
scroll: usize,
count: usize,
current_slot: usize,
open: bool,
}
#[cfg(feature = "client")]
impl BackpackUiState {
fn relative_current_slot(&self) -> usize {
self.current_slot.saturating_sub(self.scroll)
}
}
pub fn plugin(app: &mut App) {
app.register_type::<BackpackUiState>();
app.add_systems(OnEnter(GameState::Playing), setup);
#[cfg(feature = "server")]
app.add_systems(
FixedUpdate,
sync_on_change.run_if(in_state(GameState::Playing)),
);
#[cfg(feature = "client")]
app.add_systems(
FixedUpdate,
(update, update_visibility, update_count).run_if(in_state(GameState::Playing)),
);
#[cfg(feature = "server")]
app.add_systems(FixedUpdate, swap_head_inputs);
#[cfg(feature = "client")]
global_observer!(app, play_backpack_sound);
}
fn setup(mut commands: Commands, assets: Res<UIAssets>) {
commands.spawn((
Name::new("backpack-ui"),
BackpackMarker,
Visibility::Hidden,
Node {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
right: Val::Px(20.0),
height: Val::Px(74.0),
..default()
},
Children::spawn(SpawnIter((0..HEAD_SLOTS).map({
let bg = assets.head_bg.clone();
let regular = assets.head_regular.clone();
let selector = assets.head_selector.clone();
let damage = assets.head_damage.clone();
move |i| {
spawn_head_ui(
bg.clone(),
regular.clone(),
selector.clone(),
damage.clone(),
i,
)
}
}))),
));
commands.spawn((
Name::new("backpack-head-count-ui"),
Text::new("0"),
TextShadow::default(),
BackpackCountText,
TextFont {
font: assets.font.clone(),
font_size: 34.0,
..default()
},
TextColor(HEDZ_GREEN.into()),
TextLayout::new_with_justify(JustifyText::Center),
Node {
position_type: PositionType::Absolute,
top: Val::Px(20.0),
right: Val::Px(20.0),
..default()
},
));
}
fn spawn_head_ui(
bg: Handle<Image>,
regular: Handle<Image>,
selector: Handle<Image>,
damage: Handle<Image>,
head_slot: usize,
) -> impl Bundle {
const SIZE: f32 = 90.0;
const DAMAGE_SIZE: f32 = 74.0;
(
Node {
position_type: PositionType::Relative,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Px(SIZE),
..default()
},
children![
(
Name::new("selector"),
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(-30.0),
..default()
},
Visibility::Hidden,
ImageNode::new(selector).with_flip_y(),
HeadSelector(head_slot),
),
(
Name::new("bg"),
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::new(bg),
),
(
Name::new("head"),
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::default(),
Visibility::Hidden,
HeadImage(head_slot),
),
(
Name::new("rings"),
Node {
position_type: PositionType::Absolute,
..default()
},
ImageNode::new(regular),
),
(
Name::new("health"),
Node {
height: Val::Px(DAMAGE_SIZE),
width: Val::Px(DAMAGE_SIZE),
..default()
},
children![(
Name::new("damage_ring"),
HeadDamage(head_slot),
Node {
position_type: PositionType::Absolute,
display: Display::Block,
overflow: Overflow::clip(),
top: Val::Px(0.),
left: Val::Px(0.),
right: Val::Px(0.),
height: Val::Percent(0.),
..default()
},
children![ImageNode::new(damage)]
)]
)
],
)
}
#[cfg(feature = "client")]
fn update_visibility(
state: Single<&BackpackUiState, Changed<BackpackUiState>>,
mut backpack: Single<&mut Visibility, (With<BackpackMarker>, Without<BackpackCountText>)>,
mut count: Single<&mut Visibility, (Without<BackpackMarker>, With<BackpackCountText>)>,
) {
**backpack = if state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
**count = if !state.open {
Visibility::Visible
} else {
Visibility::Hidden
};
}
#[cfg(feature = "client")]
fn update_count(
state: Single<&BackpackUiState, Changed<BackpackUiState>>,
text: Option<Single<Entity, With<BackpackCountText>>>,
mut writer: TextUiWriter,
) {
let Some(text) = text else {
return;
};
*writer.text(*text, 0) = state.count.to_string();
}
#[cfg(feature = "client")]
fn update(
state: Single<&BackpackUiState, Changed<BackpackUiState>>,
heads_images: Res<HeadsImages>,
mut head_image: Query<(&HeadImage, &mut Visibility, &mut ImageNode), Without<HeadSelector>>,
mut head_damage: Query<(&HeadDamage, &mut Node), Without<HeadSelector>>,
mut head_selector: Query<(&HeadSelector, &mut Visibility), Without<HeadImage>>,
) {
for (HeadImage(head), mut vis, mut image) in head_image.iter_mut() {
if let Some(head) = &state.heads[*head] {
*vis = Visibility::Inherited;
image.image = heads_images.heads[head.head].clone();
} else {
*vis = Visibility::Hidden;
}
}
for (HeadDamage(head), mut node) in head_damage.iter_mut() {
if let Some(head) = &state.heads[*head] {
node.height = Val::Percent(head.damage() * 100.0);
}
}
for (HeadSelector(head), mut vis) in head_selector.iter_mut() {
*vis = if *head == state.relative_current_slot() {
Visibility::Inherited
} else {
Visibility::Hidden
};
}
}
#[cfg(feature = "server")]
fn swap_head_inputs(
player: Query<(&ActionState<ControlState>, Ref<Backpack>)>,
mut trigger: Single<&mut TriggerSender<PlayBackpackSound>>,
mut commands: Commands,
mut state: Single<&mut BackpackUiState>,
time: Res<Time>,
) {
for (controls, backpack) in player.iter() {
if state.count == 0 {
return;
}
if controls.backpack_toggle {
state.open = !state.open;
trigger.trigger::<ActionsChannel>(PlayBackpackSound { open: state.open });
}
if !state.open {
return;
}
let mut changed = false;
if controls.backpack_left && state.current_slot > 0 {
state.current_slot -= 1;
changed = true;
}
if controls.backpack_right && state.current_slot < state.count.saturating_sub(1) {
state.current_slot += 1;
changed = true;
}
if controls.backpack_swap {
commands.trigger(BackbackSwapEvent(state.current_slot));
}
if changed {
commands.trigger(PlaySound::Selection);
sync(&backpack, &mut state, time.elapsed_secs());
}
}
}
#[cfg(feature = "client")]
fn play_backpack_sound(trigger: Trigger<PlayBackpackSound>, mut commands: Commands) {
commands.trigger(PlaySound::Backpack {
open: trigger.event().open,
});
}
#[cfg(feature = "server")]
fn sync_on_change(
backpack: Query<Ref<Backpack>>,
mut state: Single<&mut BackpackUiState>,
time: Res<Time>,
) {
for backpack in backpack.iter() {
if backpack.is_changed() || backpack.reloading() {
sync(&backpack, &mut state, time.elapsed_secs());
}
}
}
#[cfg(feature = "server")]
fn sync(backpack: &Backpack, state: &mut Single<&mut BackpackUiState>, time: f32) {
state.count = backpack.heads.len();
state.scroll = state.scroll.min(state.count.saturating_sub(HEAD_SLOTS));
if state.current_slot >= state.scroll + HEAD_SLOTS {
state.scroll = state.current_slot.saturating_sub(HEAD_SLOTS - 1);
}
if state.current_slot < state.scroll {
state.scroll = state.current_slot;
}
for i in 0..HEAD_SLOTS {
if let Some(head) = backpack.heads.get(i + state.scroll) {
state.heads[i] = Some(UiHeadState::new(*head, time));
} else {
state.heads[i] = None;
}
}
}