fixed formatting errors reported by cargo fmt
This commit is contained in:
parent
c494f7db80
commit
da1629bc1a
3 changed files with 78 additions and 59 deletions
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@ -20,19 +20,10 @@ use bevy_xpbd_3d::{math::*, prelude::*};
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pub struct CharacterControllerPlugin;
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impl Plugin for 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(Update,(
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keyboard_input,
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move_character,
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)
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);
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app.add_systems(FixedUpdate, (
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dampen_movement,
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update_grounded
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)
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);
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app.add_systems(Update, (keyboard_input, move_character));
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app.add_systems(FixedUpdate, (dampen_movement, update_grounded));
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app.add_event::<MovementAction>();
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}
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}
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@ -40,7 +31,7 @@ impl Plugin for CharacterControllerPlugin{
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#[derive(Event)]
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pub enum MovementAction {
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Move(Vector2),
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Jump
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Jump,
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}
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#[derive(Component)]
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@ -48,7 +39,7 @@ pub enum MovementAction {
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pub struct Grounded;
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#[derive(Component)]
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pub struct CharacterController{
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pub struct CharacterController {
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pub movement_acceleration: Scalar,
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pub air_control_factor: Scalar,
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pub movement_dampening_factor: Scalar,
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@ -58,7 +49,7 @@ pub struct CharacterController{
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impl Default for CharacterController {
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fn default() -> Self {
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CharacterController{
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CharacterController {
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movement_acceleration: 20.0,
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air_control_factor: 0.5,
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movement_dampening_factor: 0.95,
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@ -69,7 +60,7 @@ impl Default for CharacterController {
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}
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#[derive(Bundle)]
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pub struct CharacterControllerBundle{
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pub struct CharacterControllerBundle {
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character_controller: CharacterController,
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rigid_body: RigidBody,
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collider: Collider,
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@ -83,8 +74,7 @@ impl CharacterControllerBundle {
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let mut caster_shape = controller_collider.clone();
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caster_shape.set_scale(Vector::ONE * 0.99, 10);
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Self{
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Self {
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character_controller: controller,
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rigid_body: RigidBody::Dynamic,
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collider: controller_collider,
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@ -93,7 +83,8 @@ impl CharacterControllerBundle {
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Vector::ZERO,
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Quaternion::default(),
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Direction3d::NEG_Y,
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).with_max_time_of_impact(0.2),
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)
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.with_max_time_of_impact(0.2),
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locked_axis: LockedAxes::ROTATION_LOCKED,
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restitution: Restitution::new(0.0),
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}
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@ -110,14 +101,18 @@ impl Default for CharacterControllerBundle {
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}
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}
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pub fn update_grounded(mut commands: Commands, mut query: Query<(Entity, &CharacterController, &Rotation, &ShapeHits)>){
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pub fn update_grounded(
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mut commands: Commands,
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mut query: Query<(Entity, &CharacterController, &Rotation, &ShapeHits)>,
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) {
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for (entity, character_controller, rotation, hits) in &mut query {
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let is_grounded = hits.iter().any(|hit| {
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let angle = rotation.rotate(-hit.normal2).angle_between(Vector::Y).abs();
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println!("slope angle: {} / {}", angle, character_controller.max_slope_angle);
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println!(
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"slope angle: {} / {}",
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angle, character_controller.max_slope_angle
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);
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angle <= character_controller.max_slope_angle
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});
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@ -130,10 +125,12 @@ pub fn update_grounded(mut commands: Commands, mut query: Query<(Entity, &Charac
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commands.entity(entity).remove::<Grounded>();
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}
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}
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}
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pub fn keyboard_input(mut movement_event_writer: EventWriter<MovementAction>, keyboard_input: Res<ButtonInput<KeyCode>>){
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pub fn keyboard_input(
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mut movement_event_writer: EventWriter<MovementAction>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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) {
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let up = keyboard_input.any_pressed([KeyCode::KeyW, KeyCode::ArrowUp]);
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let down = keyboard_input.any_pressed([KeyCode::KeyS, KeyCode::ArrowDown]);
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let left = keyboard_input.any_pressed([KeyCode::KeyA, KeyCode::ArrowLeft]);
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@ -155,9 +152,14 @@ pub fn keyboard_input(mut movement_event_writer: EventWriter<MovementAction>, ke
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pub fn move_character(
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time: Res<Time>,
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mut movement_event_reader: EventReader<MovementAction>,
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mut query: Query<(&mut LinearVelocity, &CharacterController, Has<Grounded>, &Rotation, &ShapeHits)>,
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)
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{
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mut query: Query<(
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&mut LinearVelocity,
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&CharacterController,
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Has<Grounded>,
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&Rotation,
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&ShapeHits,
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)>,
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) {
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let delta_time = time.delta_seconds_f64().adjust_precision();
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for event in movement_event_reader.read() {
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@ -167,19 +169,33 @@ pub fn move_character(
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if is_grounded {
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let mut slope_factor = 1.0;
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for hit in shape_hits.iter() {
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let angle = rotation.rotate(-hit.normal2).angle_between(Vector::Y).abs();
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let angle =
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rotation.rotate(-hit.normal2).angle_between(Vector::Y).abs();
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if angle <= character_controller.max_slope_angle {
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slope_factor *= (angle / character_controller.max_slope_angle).cos();
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velocity.x += direction.x * character_controller.movement_acceleration * slope_factor * delta_time;
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velocity.z -= direction.y * character_controller.movement_acceleration * slope_factor * delta_time;
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slope_factor *=
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(angle / character_controller.max_slope_angle).cos();
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velocity.x += direction.x
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* character_controller.movement_acceleration
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* slope_factor
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* delta_time;
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velocity.z -= direction.y
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* character_controller.movement_acceleration
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* slope_factor
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* delta_time;
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} else {
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velocity.x = 0.0;
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velocity.z = 0.0;
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}
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}
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} else {
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velocity.x += direction.x * character_controller.movement_acceleration * character_controller.air_control_factor * delta_time ;
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velocity.z -= direction.y * character_controller.movement_acceleration * character_controller.air_control_factor * delta_time ;
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velocity.x += direction.x
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* character_controller.movement_acceleration
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* character_controller.air_control_factor
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* delta_time;
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velocity.z -= direction.y
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* character_controller.movement_acceleration
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* character_controller.air_control_factor
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* delta_time;
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}
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}
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MovementAction::Jump => {
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@ -192,12 +208,10 @@ pub fn move_character(
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}
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}
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pub fn dampen_movement(mut qeury: Query<(&mut LinearVelocity, &CharacterController)>){
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pub fn dampen_movement(mut qeury: Query<(&mut LinearVelocity, &CharacterController)>) {
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for (mut velocity, character_controller) in &mut qeury {
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// We could use `LinearDamping`, but we don't want to dampen movement along the Y axis
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velocity.x *= character_controller.movement_dampening_factor;
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velocity.z *= character_controller.movement_dampening_factor;
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}
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}
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}
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45
src/lib.rs
45
src/lib.rs
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@ -17,11 +17,11 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#![allow(clippy::type_complexity)]
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use bevy::prelude::*;
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#[cfg(debug_assertions)]
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use bevy::diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin};
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use bevy_xpbd_3d::prelude::*;
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use bevy::prelude::*;
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use bevy_editor_pls::prelude::*;
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use bevy_xpbd_3d::prelude::*;
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mod charcacter_controller;
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use charcacter_controller::*;
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@ -29,16 +29,17 @@ pub struct GamePlugin;
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impl Plugin for GamePlugin {
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fn build(&self, app: &mut App) {
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app.add_plugins((
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PhysicsPlugins::default(),
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CharacterControllerPlugin,
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))
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.add_systems(Startup, setup)
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.add_systems(Update, spawn_map);
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app.add_plugins((PhysicsPlugins::default(), CharacterControllerPlugin))
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.add_systems(Startup, setup)
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.add_systems(Update, spawn_map);
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#[cfg(debug_assertions)]
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{
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app.add_plugins((FrameTimeDiagnosticsPlugin, EditorPlugin::default(), LogDiagnosticsPlugin::default()));
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app.add_plugins((
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FrameTimeDiagnosticsPlugin,
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EditorPlugin::default(),
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LogDiagnosticsPlugin::default(),
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));
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}
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app.world.init_resource::<IsMapSpawned>();
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@ -54,14 +55,16 @@ fn setup(
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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//player
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commands.spawn((CharacterControllerBundle::new(Collider::capsule(1.0, 0.5), CharacterController::default()), PbrBundle{
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mesh: meshes.add(Capsule3d::new(0.5, 1.0)),
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material: materials.add(Color::rgb_u8(124, 144, 255)),
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transform: Transform::from_xyz(0.0, 5.0, 0.0),
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..default()
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}));
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commands.spawn((
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CharacterControllerBundle::new(Collider::capsule(1.0, 0.5), CharacterController::default()),
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PbrBundle {
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mesh: meshes.add(Capsule3d::new(0.5, 1.0)),
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material: materials.add(Color::rgb_u8(124, 144, 255)),
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transform: Transform::from_xyz(0.0, 5.0, 0.0),
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..default()
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},
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));
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// light
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commands.spawn(PointLightBundle {
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point_light: PointLight {
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@ -82,8 +85,10 @@ fn spawn_map(
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asset_server: Res<AssetServer>,
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mut is_map_spawned: ResMut<IsMapSpawned>,
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mut commands: Commands,
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){
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if is_map_spawned.0 {return;}
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) {
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if is_map_spawned.0 {
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return;
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}
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let scene = asset_server.load("test_map.gltf#Scene0");
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@ -96,8 +101,8 @@ fn spawn_map(
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AsyncSceneCollider::new(Some(ComputedCollider::TriMesh)),
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RigidBody::Static,
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));
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println!("map spawned!");
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is_map_spawned.0 = true
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}
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}
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@ -23,8 +23,8 @@ use bevy::prelude::*;
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use bevy::window::PrimaryWindow;
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use bevy::winit::WinitWindows;
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use bevy::DefaultPlugins;
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use ttt_ce::GamePlugin;
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use std::io::Cursor;
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use ttt_ce::GamePlugin;
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use winit::window::Icon;
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fn main() {
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