Model replacement kinda sorta works -- ship it!

main
Elijah C. Voigt 2 years ago
parent 6ce3fffa87
commit 06fa416447

@ -36,7 +36,8 @@ impl Plugin for Display3dPlugin {
any_component_changed::<Piece>()
.or_else(any_component_changed::<Side>())
.or_else(any_component_changed::<BoardIndex>())
)
.or_else(any_component_removed::<Animating>()),
),
),
set_board_model.run_if(any_component_added::<game::BoardComponent>()),
set_valid_move_model.run_if(any_component_added::<game::ValidMove>()),
@ -52,6 +53,7 @@ impl Plugin for Display3dPlugin {
skip_animation
.run_if(just_pressed(KeyCode::Enter).or_else(just_pressed(MouseButton::Left)))
.run_if(in_state(GameState::Play)),
monitor_animations.run_if(in_state(GameState::Play)),
),
)
.add_systems(
@ -369,15 +371,8 @@ fn fix_skybox(
}
}
fn set_board_model(
mut boards: Query<
&mut Handle<Scene>,
(
Added<game::BoardComponent>,
With<Display3d>,
),
>,
mut boards: Query<&mut Handle<Scene>, (Added<game::BoardComponent>, With<Display3d>)>,
gltfs: Res<Assets<Gltf>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
@ -484,7 +479,16 @@ fn mouse_zoom(
// The dumbest way to achieve this goal
// Essentially we iterate over every piece and set the appropriate model and texture
fn update_pieces(
mut query: Query<(Entity, &Piece, &Side, &BoardIndex, &mut Transform, &mut Handle<Scene>, &AnimationPlayer)>,
mut query: Query<(
Entity,
&Piece,
&Side,
&BoardIndex,
&mut Transform,
&mut Handle<Scene>,
)>,
children: Query<&Children>,
active_animation_players: Query<&AnimationPlayer, With<Animating>>,
gltfs: Res<Assets<Gltf>>,
tweaks: Res<Assets<Tweaks>>,
tweaks_file: Res<tweak::GameTweaks>,
@ -497,8 +501,8 @@ fn update_pieces(
.unwrap();
let models = gltfs.get(assets_handle).unwrap();
query.iter_mut().for_each(|(entity, piece, side, board_index, mut transform, mut scene, animation_player)| {
query.iter_mut().for_each(
|(entity, piece, side, board_index, mut transform, mut scene)| {
// Set position of piece
let new_translation = board_translation(board_index);
if transform.translation != new_translation {
@ -506,29 +510,24 @@ fn update_pieces(
transform.translation = new_translation;
}
if animation_player.is_finished() {
info!("Updating piece object scene");
// Check if any children are animating
let animating = active_animation_players
.iter_many(children.iter_descendants(entity))
.count();
if animating > 0 {
debug!("Piece {:?} is animating. Skipping...", entity);
} else {
debug!("Checking piece object scene for {:?}", entity);
// Find name of this piece's model scene
let scene_tweak_name: Option<String> = match (piece, side) {
(Piece::Pawn, Side::A) => {
tweak.get("display3d_models_scenes_pawn_red")
},
(Piece::Pawn, Side::B) => {
tweak.get("display3d_models_scenes_pawn_blue")
}
(Piece::Drone, Side::A) => {
tweak.get("display3d_models_scenes_drone_red")
},
(Piece::Drone, Side::B) => {
tweak.get("display3d_models_scenes_drone_blue")
}
(Piece::Queen, Side::A) => {
tweak.get("display3d_models_scenes_queen_red")
},
(Piece::Queen, Side::B) => {
tweak.get("display3d_models_scenes_queen_blue")
}
(Piece::Pawn, Side::A) => tweak.get("display3d_models_scenes_pawn_red"),
(Piece::Pawn, Side::B) => tweak.get("display3d_models_scenes_pawn_blue"),
(Piece::Drone, Side::A) => tweak.get("display3d_models_scenes_drone_red"),
(Piece::Drone, Side::B) => tweak.get("display3d_models_scenes_drone_blue"),
(Piece::Queen, Side::A) => tweak.get("display3d_models_scenes_queen_red"),
(Piece::Queen, Side::B) => tweak.get("display3d_models_scenes_queen_blue"),
};
// Get model scene for this piece
@ -540,7 +539,8 @@ fn update_pieces(
*scene = scene_handle.clone();
}
}
});
},
);
}
/// Select tiles and pieces in 3d
@ -694,8 +694,12 @@ fn pick_up(
info!(" Child: {:?}", child);
if let Ok((name, mut player)) = players.get_mut(child) {
info!("Picking up {:?} ({:?}) {:?}", name, entity, piece);
let pickup_animation =
format!("display3d_models_animations_pick_up_{:?}_{}", piece, side.color_str()).to_ascii_lowercase();
let pickup_animation = format!(
"display3d_models_animations_pick_up_{:?}_{}",
piece,
side.color_str()
)
.to_ascii_lowercase();
let pickup_handle = gltf
.named_animations
.get(
@ -705,8 +709,12 @@ fn pick_up(
.as_str(),
)
.expect("Pickup Animation");
let idle_animation =
format!("display3d_models_animations_idle_{:?}_{}", piece, side.color_str()).to_ascii_lowercase();
let idle_animation = format!(
"display3d_models_animations_idle_{:?}_{}",
piece,
side.color_str()
)
.to_ascii_lowercase();
let idle_handle = gltf
.named_animations
.get(
@ -739,7 +747,10 @@ fn pick_up(
fn put_down(
mut events: RemovedComponents<game::Selected>,
mut query: Query<(&game::Piece, &game::Side), (With<game::Piece>, With<game::Selectable>, With<Display3d>)>,
mut query: Query<
(&game::Piece, &game::Side),
(With<game::Piece>, With<game::Selectable>, With<Display3d>),
>,
gltfs: Res<Assets<Gltf>>,
children: Query<&Children>,
mut players: Query<(&Name, &mut AnimationPlayer)>,
@ -761,8 +772,11 @@ fn put_down(
children.iter_descendants(entity).for_each(|child| {
if let Ok((name, mut player)) = players.get_mut(child) {
info!("Putting down {:?}", entity);
let putdown_animation =
format!("display3d_models_animations_put_down_{:?}_{}", piece, side.color_str())
let putdown_animation = format!(
"display3d_models_animations_put_down_{:?}_{}",
piece,
side.color_str()
)
.to_ascii_lowercase();
let putdown_handle = gltf
.named_animations
@ -775,7 +789,7 @@ fn put_down(
.expect("PutDown Animation");
if let Some(putdown_clip) = clips.get(putdown_handle) {
if putdown_clip.compatible_with(name) {
info!("Compatible with both clips!");
info!("Compatible with put-down clip!");
player
.start_with_transition(
putdown_handle.clone(),
@ -814,9 +828,8 @@ fn skip_animation(
time: Res<Time>,
) {
players.iter_mut().for_each(|mut p| {
info!("Skipping animation");
if let Some(c) = clips.get(p.animation_clip()) {
info!("Skipping animation");
// HACK: We should be able to skip to the end of an animation
// But implementation details means this is as close as we can get...
p.seek_to(c.duration() - (2.0 * time.delta_seconds()));
@ -1295,10 +1308,33 @@ fn debug_selected(
});
}
fn debug_textures(
mut events: EventReader<AssetEvent<StandardMaterial>>,
) {
fn debug_textures(mut events: EventReader<AssetEvent<StandardMaterial>>) {
events.read().for_each(|event| {
info!("New material: {:?}", event);
debug!("Material Event: {:?}", event);
});
}
// Marker for entities which are currently animating
#[derive(Component, Debug)]
struct Animating;
fn monitor_animations(
active: Query<(Entity, &AnimationPlayer), (Changed<AnimationPlayer>, With<Animating>)>,
inactive: Query<(Entity, &AnimationPlayer), (Changed<AnimationPlayer>, Without<Animating>)>,
mut commands: Commands,
) {
// Remove Animating component from players that are done
active.iter().for_each(|(entity, player)| {
if player.is_finished() {
info!("Entity {:?} is done, removing animating marker", entity);
commands.entity(entity).remove::<Animating>();
}
});
// Set inactive entities to active
inactive.iter().for_each(|(entity, player)| {
if !player.is_finished() {
info!("Entity {:?} is playing, adding animating marker", entity);
commands.entity(entity).insert(Animating);
}
});
}
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