You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1455 lines
53 KiB
Rust
1455 lines
53 KiB
Rust
use crate::prelude::*;
|
|
|
|
pub(crate) struct Display3dPlugin;
|
|
|
|
impl Plugin for Display3dPlugin {
|
|
fn build(&self, app: &mut App) {
|
|
app.add_plugins((
|
|
TemporalAntiAliasPlugin,
|
|
MaterialPlugin::<DissolveMaterial>::default(),
|
|
))
|
|
.insert_resource(Msaa::Off)
|
|
.add_systems(
|
|
OnExit(GameState::Loading),
|
|
(
|
|
fix_skybox.before(initialize),
|
|
initialize,
|
|
update_tweaks.run_if(resource_exists::<tweak::GameTweaks>),
|
|
),
|
|
)
|
|
.add_systems(
|
|
Update,
|
|
(
|
|
debug_textures,
|
|
load_assets
|
|
.run_if(in_state(GameState::Loading))
|
|
.run_if(on_event::<AssetEvent<Tweaks>>()),
|
|
hydrate_camera.run_if(any_component_added::<Camera3d>()),
|
|
update_tweaks
|
|
.run_if(on_event::<AssetEvent<Tweaks>>())
|
|
.run_if(resource_exists::<tweak::GameTweaks>),
|
|
switch_sides
|
|
.run_if(in_state(GameState::Play))
|
|
.run_if(state_changed::<game::TurnState>),
|
|
update_pieces.run_if(
|
|
resource_exists::<tweak::GameTweaks>.and_then(
|
|
any_component_changed::<Piece>()
|
|
.or_else(any_component_changed::<Side>())
|
|
.or_else(any_component_changed::<BoardIndex>())
|
|
.or_else(any_component_removed::<Animating>())
|
|
.or_else(any_component_removed::<Captured>()),
|
|
),
|
|
),
|
|
set_board_model.run_if(any_component_added::<game::BoardComponent>()),
|
|
set_title_model.run_if(any_component_added::<TitleText>()),
|
|
set_valid_move_model.run_if(any_component_added::<game::ValidMove>()),
|
|
set_tile_hitbox.run_if(any_component_added::<game::Tile>()),
|
|
select
|
|
.run_if(in_state(GameState::Play))
|
|
.run_if(in_state(DisplayState::Display3d))
|
|
.run_if(just_pressed(MouseButton::Left)),
|
|
pick_up.run_if(any_component_added::<game::Selected>()),
|
|
put_down.run_if(any_component_removed::<game::Selected>()),
|
|
setup_dissolve_materials.run_if(
|
|
any_component_added::<Handle<StandardMaterial>>()
|
|
.or_else(any_component_changed::<Handle<StandardMaterial>>()),
|
|
),
|
|
dissolve_animation.run_if(any_with_component::<Dissolving>),
|
|
capture_piece.run_if(any_with_component::<game::Captured>),
|
|
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(
|
|
Update,
|
|
(
|
|
move_camera.run_if(on_event::<MouseMotion>()),
|
|
mouse_zoom.run_if(on_event::<MouseWheel>()),
|
|
gizmo_system,
|
|
selected_gizmo,
|
|
moves_gizmo,
|
|
debug_selected.run_if(any_with_component::<game::Selected>),
|
|
)
|
|
.run_if(resource_exists::<debug::DebugEnabled>)
|
|
.run_if(in_state(GameState::Play))
|
|
.run_if(in_state(DisplayState::Display3d)),
|
|
)
|
|
.add_systems(
|
|
OnEnter(GameState::Intro),
|
|
(
|
|
// Toggle hidden/visible 3d entities
|
|
manage_state_entities::<DisplayState>(),
|
|
),
|
|
)
|
|
.add_systems(
|
|
OnEnter(GameState::Play),
|
|
(
|
|
update_pieces.run_if(resource_exists::<tweak::GameTweaks>),
|
|
update_tweaks.run_if(resource_exists::<tweak::GameTweaks>),
|
|
opening_animation
|
|
.run_if(run_once())
|
|
.run_if(in_state(DisplayState::Display3d)),
|
|
),
|
|
)
|
|
.add_systems(OnEnter(GameState::Title), intro_title_dissolve)
|
|
.add_systems(OnExit(GameState::Title), outro_title_dissolve)
|
|
.add_systems(
|
|
Update,
|
|
continue_title.run_if(
|
|
in_state(GameState::Title)
|
|
.and_then(not(any_with_component::<Dissolving>))
|
|
.and_then(
|
|
just_pressed(KeyCode::Enter).or_else(just_pressed(MouseButton::Left)),
|
|
),
|
|
),
|
|
);
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, Component, PartialEq)]
|
|
pub(crate) struct Display3d;
|
|
|
|
#[derive(Debug, Component)]
|
|
pub(crate) struct TitleText;
|
|
|
|
#[derive(Debug, Component)]
|
|
pub(crate) struct Dissolvable {
|
|
start: f32,
|
|
duration: f32,
|
|
}
|
|
|
|
#[derive(Debug, Component)]
|
|
pub(crate) enum Dissolving {
|
|
In(f32),
|
|
Out(f32),
|
|
}
|
|
|
|
#[derive(Debug, Resource, Clone)]
|
|
struct AssetsMap {
|
|
hitbox_shape: Handle<Mesh>,
|
|
hitbox_material: Handle<StandardMaterial>,
|
|
}
|
|
|
|
/// Load 3d models
|
|
/// This is kind of pulling double duty.
|
|
/// Both loads the GLTF file _and_ populates the ModelMap once that is loaded.
|
|
fn load_assets(
|
|
mut commands: Commands,
|
|
mut meshes: ResMut<Assets<Mesh>>,
|
|
mut materials: ResMut<Assets<StandardMaterial>>,
|
|
) {
|
|
let hitbox_shape = meshes.add(Cuboid::new(1.0, 0.1, 1.0));
|
|
let hitbox_material = materials.add(StandardMaterial {
|
|
base_color: Color::NONE,
|
|
perceptual_roughness: 0.0,
|
|
reflectance: 0.0,
|
|
alpha_mode: AlphaMode::Blend,
|
|
..default()
|
|
});
|
|
commands.insert_resource(AssetsMap {
|
|
hitbox_shape,
|
|
hitbox_material,
|
|
});
|
|
}
|
|
|
|
/// Initialize the board and pieces
|
|
fn initialize(mut commands: Commands, board: Res<game::Board>, assets: Res<AssetsMap>) {
|
|
info!("Initializing root");
|
|
commands
|
|
.spawn((
|
|
SpatialBundle {
|
|
visibility: Visibility::Hidden,
|
|
..default()
|
|
},
|
|
Display3d,
|
|
DisplayState::Display3d,
|
|
))
|
|
.with_children(|parent| {
|
|
info!("Intializing 3D Board!");
|
|
parent
|
|
.spawn((
|
|
Display3d,
|
|
DisplayState::Display3d,
|
|
game::BoardComponent,
|
|
SceneBundle { ..default() },
|
|
))
|
|
.with_children(|parent| {
|
|
// Hitboxes
|
|
game::tiles().for_each(|(index, tile)| {
|
|
let side = Board::side(index).expect("Spawn valid side");
|
|
|
|
parent.spawn((
|
|
DisplayState::Display3d,
|
|
Display3d,
|
|
index,
|
|
tile,
|
|
PbrBundle {
|
|
mesh: assets.hitbox_shape.clone(),
|
|
material: assets.hitbox_material.clone(),
|
|
visibility: Visibility::Hidden,
|
|
..default()
|
|
},
|
|
side,
|
|
game::Selectable,
|
|
));
|
|
});
|
|
|
|
// Valid move indicators
|
|
game::tiles().for_each(|(index, _)| {
|
|
let side = Board::side(index).expect("Spawn valid side");
|
|
|
|
parent.spawn((
|
|
DisplayState::Display3d,
|
|
Display3d,
|
|
index,
|
|
SceneBundle {
|
|
visibility: Visibility::Hidden,
|
|
transform: Transform::from_translation(board_translation(&index)),
|
|
..default()
|
|
},
|
|
side,
|
|
game::ValidMove,
|
|
));
|
|
});
|
|
|
|
// Pieces
|
|
board.pieces().iter().for_each(|(index, piece)| {
|
|
let side = Board::side(*index).expect("Spawn valid side");
|
|
|
|
parent.spawn((
|
|
side,
|
|
DisplayState::Display3d,
|
|
Display3d,
|
|
*piece,
|
|
*index,
|
|
SceneBundle { ..default() },
|
|
game::Selectable,
|
|
Dissolvable {
|
|
start: 1.0,
|
|
duration: 3.0,
|
|
}, // Marks pieces as dissolving
|
|
));
|
|
});
|
|
|
|
// Title
|
|
parent.spawn((
|
|
DisplayState::Display3d,
|
|
Display3d,
|
|
// GameState::Title,
|
|
SceneBundle { ..default() },
|
|
TitleText,
|
|
Dissolvable {
|
|
start: 0.0,
|
|
duration: 6.0,
|
|
}, // Marks title text as dissolving
|
|
));
|
|
});
|
|
});
|
|
}
|
|
|
|
fn hydrate_camera(
|
|
events: Query<(&Name, Entity), Added<Camera>>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
state: Res<State<game::TurnState>>,
|
|
mut players: Query<&mut AnimationPlayer>,
|
|
mut commands: Commands,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
events
|
|
.iter()
|
|
.filter(|(name, _)| name.as_str() == "GameCam")
|
|
.for_each(|(_, entity)| {
|
|
info!("Initialize 3d camera");
|
|
let skybox_handle = tweak
|
|
.get_handle::<Image>("display3d_models_skybox_file")
|
|
.unwrap();
|
|
let skybox_brightness = tweak.get::<f32>("display3d_skybox_brightness").unwrap();
|
|
let environment_map_intensity = tweak
|
|
.get::<f32>("display3d_environment_map_light_intensity")
|
|
.unwrap();
|
|
let fog_settings = tweak
|
|
.get::<tweaks::TweakFogSettings>("display3d_fog")
|
|
.unwrap()
|
|
.into();
|
|
info!("Hydrating camera {:?}", entity);
|
|
// Populate the components for the camera
|
|
commands.entity(entity).insert((
|
|
DisplayState::Display3d,
|
|
Display3d,
|
|
Camera3dBundle {
|
|
camera: Camera {
|
|
is_active: true,
|
|
hdr: tweak.get::<bool>("display3d_hdr").unwrap(),
|
|
..default()
|
|
},
|
|
dither: DebandDither::Enabled,
|
|
color_grading: ColorGrading { ..default() },
|
|
..default()
|
|
},
|
|
BloomSettings { ..default() },
|
|
Skybox {
|
|
image: skybox_handle.clone(),
|
|
brightness: skybox_brightness,
|
|
},
|
|
EnvironmentMapLight {
|
|
diffuse_map: skybox_handle.clone(),
|
|
specular_map: skybox_handle.clone(),
|
|
intensity: environment_map_intensity,
|
|
},
|
|
FogSettings { ..fog_settings },
|
|
ScreenSpaceAmbientOcclusionBundle { ..default() },
|
|
TemporalAntiAliasSettings { ..default() },
|
|
MotionVectorPrepass,
|
|
));
|
|
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
|
|
// Set it to the default position by starting the initial animation
|
|
if let Ok(mut player) = players.get_mut(entity) {
|
|
debug!("Animations: {:?}", gltf.named_animations.keys());
|
|
// GameCamIntro1, GameCamIntro2, GameCamSide1>2, GameCamSide2>1
|
|
let animation = match state.get() {
|
|
game::TurnState(game::Side::A) => gltf.named_animations.get(
|
|
tweak
|
|
.get::<String>("display3d_models_animations_intro_a")
|
|
.unwrap()
|
|
.as_str(),
|
|
),
|
|
game::TurnState(game::Side::B) => gltf.named_animations.get(
|
|
tweak
|
|
.get::<String>("display3d_models_animations_intro_b")
|
|
.unwrap()
|
|
.as_str(),
|
|
),
|
|
}
|
|
.expect("Camera Startup");
|
|
player.play(animation.clone()).pause();
|
|
}
|
|
});
|
|
}
|
|
|
|
/// Update display3d tweaks in the game
|
|
/// Triggered on entering 3d state and when the tweakfile is updated.
|
|
fn update_tweaks(
|
|
mut camera_settings: Query<
|
|
(
|
|
Entity,
|
|
&mut FogSettings,
|
|
&mut ColorGrading,
|
|
&mut Tonemapping,
|
|
&mut BloomSettings,
|
|
&mut Skybox,
|
|
&mut EnvironmentMapLight,
|
|
),
|
|
With<Display3d>,
|
|
>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
mut commands: Commands,
|
|
) {
|
|
if let Some(tweak) = tweaks.get(tweaks_file.handle.clone()) {
|
|
warn!("Updating tweaks!");
|
|
camera_settings.iter_mut().for_each(
|
|
|(
|
|
entity,
|
|
mut fog,
|
|
mut color_grading,
|
|
mut tonemapping,
|
|
mut bloom,
|
|
mut skybox,
|
|
mut environment_map_light,
|
|
)| {
|
|
*fog = tweak
|
|
.get::<tweaks::TweakFogSettings>("display3d_fog")
|
|
.unwrap()
|
|
.into();
|
|
*color_grading = tweak
|
|
.get::<tweaks::TweakColorGrading>("display3d_color_grading")
|
|
.unwrap()
|
|
.into();
|
|
*tonemapping = tweak
|
|
.get::<tweaks::TweakTonemapping>("display3d_color_tonemapping")
|
|
.unwrap()
|
|
.into();
|
|
*bloom = tweak
|
|
.get::<tweaks::TweakBloomSettings>("display3d_bloom")
|
|
.unwrap()
|
|
.into();
|
|
skybox.brightness = tweak.get::<f32>("display3d_skybox_brightness").unwrap();
|
|
environment_map_light.intensity = tweak
|
|
.get::<f32>("display3d_environment_map_light_intensity")
|
|
.unwrap();
|
|
|
|
let quality_level = tweak
|
|
.get::<tweaks::TweakScreenSpaceAmbientOcclusionQualityLevel>(
|
|
"display3d_ssao_quality_level",
|
|
);
|
|
match quality_level {
|
|
Some(quality_level) => {
|
|
commands
|
|
.entity(entity)
|
|
.insert(ScreenSpaceAmbientOcclusionSettings {
|
|
quality_level: quality_level.into(),
|
|
});
|
|
commands.insert_resource(Msaa::Off);
|
|
}
|
|
None => {
|
|
commands
|
|
.entity(entity)
|
|
.remove::<ScreenSpaceAmbientOcclusionSettings>();
|
|
let msaa: Msaa = tweak
|
|
.get::<tweaks::TweakMsaa>("display3d_msaa")
|
|
.unwrap()
|
|
.into();
|
|
commands.insert_resource(msaa);
|
|
}
|
|
}
|
|
},
|
|
);
|
|
}
|
|
}
|
|
|
|
fn fix_skybox(
|
|
mut images: ResMut<Assets<Image>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
) {
|
|
let tweak = tweaks.get(tweaks_file.handle.clone()).unwrap();
|
|
let handle = tweak
|
|
.get_handle_unchecked::<Image>("display3d_models_skybox_file")
|
|
.unwrap();
|
|
let image = images.get_mut(handle).unwrap();
|
|
|
|
info!("Loaded skybox image");
|
|
// NOTE: PNGs do not have any metadata that could indicate they contain a cubemap texture,
|
|
// so they appear as one texture. The following code reconfigures the texture as necessary.
|
|
if image.texture_descriptor.array_layer_count() == 1 {
|
|
image.reinterpret_stacked_2d_as_array(
|
|
image.texture_descriptor.size.height / image.texture_descriptor.size.width,
|
|
);
|
|
image.texture_view_descriptor = Some(TextureViewDescriptor {
|
|
dimension: Some(TextureViewDimension::Cube),
|
|
..default()
|
|
});
|
|
}
|
|
}
|
|
|
|
fn set_board_model(
|
|
mut boards: Query<&mut Handle<Scene>, (Added<game::BoardComponent>, With<Display3d>)>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
boards.iter_mut().for_each(|mut handle| {
|
|
info!("Setting board model");
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
|
|
*handle = gltf
|
|
.named_scenes
|
|
.get(
|
|
tweak
|
|
.get::<String>("display3d_models_scenes_board")
|
|
.unwrap()
|
|
.as_str(),
|
|
)
|
|
.expect("Game board model")
|
|
.clone();
|
|
});
|
|
}
|
|
|
|
fn set_title_model(
|
|
mut titles: Query<(&mut Handle<Scene>, &mut Transform), (Added<TitleText>, With<Display3d>)>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
titles.iter_mut().for_each(|(mut handle, mut transform)| {
|
|
info!("Setting title model");
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
|
|
*handle = gltf
|
|
.named_scenes
|
|
.get(
|
|
tweak
|
|
.get::<String>("display3d_models_scenes_title")
|
|
.unwrap()
|
|
.as_str(),
|
|
)
|
|
.expect("Game title model")
|
|
.clone();
|
|
transform.translation -= Vec3::Y * 0.5;
|
|
transform.rotate_local_z(std::f32::consts::PI);
|
|
transform.rotate_local_y(std::f32::consts::PI / 2.0);
|
|
});
|
|
}
|
|
|
|
/// Given a board index returns the Vec3 location in space
|
|
fn board_translation(&BoardIndex { x, y }: &BoardIndex) -> Vec3 {
|
|
// Scale x down by 4 to account for -4..4 scaling
|
|
let x = x as i8 - 4;
|
|
// Mirror y axis because our board index is inverted...
|
|
let y = -(y as i8) + 1;
|
|
|
|
let x = if x < 0 {
|
|
x as f32 * 1.3 + 0.275 // 0.325
|
|
} else {
|
|
x as f32 * 1.3 + 1.05 // 1.0
|
|
};
|
|
|
|
let y = y as f32 * 1.3 + 0.65;
|
|
|
|
Vec3::new(x, 0.0, y)
|
|
}
|
|
|
|
fn capture_translation(side: &Side, num: usize) -> Vec3 {
|
|
info!("Side: {:?} Num: {:?}", side, num);
|
|
let x = 5.0 - ((num % 4) as f32 * 1.3);
|
|
let y = -1.3;
|
|
let z = 4.0 + ((num / 4) as f32 * 1.3);
|
|
match side {
|
|
Side::B => Vec3::new(-x, y, z),
|
|
Side::A => Vec3::new(x, y, -z),
|
|
}
|
|
}
|
|
|
|
fn gizmo_system(mut gizmos: Gizmos) {
|
|
for y in 0..4 {
|
|
for x in 0..8 {
|
|
gizmos.cuboid(
|
|
Transform::from_translation(board_translation(&BoardIndex { x, y }))
|
|
.with_scale(Vec3::new(1.0, 0.1, 1.0)),
|
|
Color::PURPLE,
|
|
)
|
|
}
|
|
}
|
|
}
|
|
|
|
/// TODO: This has bad feel, needs to be tuned
|
|
fn move_camera(
|
|
buttons: Res<ButtonInput<MouseButton>>,
|
|
mut events: EventReader<MouseMotion>,
|
|
mut camera: Query<&mut Transform, (With<Display3d>, With<Camera>)>,
|
|
) {
|
|
events.read().for_each(|MouseMotion { delta }| {
|
|
if buttons.pressed(MouseButton::Left) {
|
|
camera.iter_mut().for_each(|mut t| {
|
|
t.rotate_around(Vec3::ZERO, Quat::from_rotation_y(delta.x / 256.0));
|
|
t.rotate_around(Vec3::ZERO, Quat::from_rotation_x(delta.y / 256.0));
|
|
t.look_at(Vec3::ZERO, Vec3::Y);
|
|
});
|
|
}
|
|
});
|
|
}
|
|
|
|
fn mouse_zoom(
|
|
mut events: EventReader<MouseWheel>,
|
|
mut camera: Query<&mut Transform, (With<Display3d>, With<Camera>)>,
|
|
) {
|
|
events.read().for_each(|MouseWheel { unit, y, .. }| {
|
|
camera.iter_mut().for_each(|mut t| {
|
|
match unit {
|
|
MouseScrollUnit::Line => {
|
|
t.translation *= 1.0 - (*y / 4.0);
|
|
}
|
|
MouseScrollUnit::Pixel => {
|
|
t.translation *= 1.0 - (*y / 64.0);
|
|
}
|
|
}
|
|
t.look_at(Vec3::ZERO, Vec3::Y);
|
|
});
|
|
});
|
|
}
|
|
|
|
// 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>,
|
|
)>,
|
|
children: Query<&Children>,
|
|
active_animation_players: Query<&AnimationPlayer, With<Animating>>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
let models = gltfs.get(assets_handle).unwrap();
|
|
|
|
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 {
|
|
info!("Updating piece transform");
|
|
transform.translation = new_translation;
|
|
}
|
|
|
|
// 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"),
|
|
};
|
|
|
|
// Get model scene for this piece
|
|
let scene_handle = models.named_scenes.get(&scene_tweak_name.unwrap()).unwrap();
|
|
|
|
// Set scene model for this piece
|
|
if *scene != *scene_handle {
|
|
warn!("Updating scene for piece {:?}", entity);
|
|
*scene = scene_handle.clone();
|
|
}
|
|
}
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Select tiles and pieces in 3d
|
|
/// There is a bug where we are selecting multiple entities...
|
|
/// TODO: Selectable generalize picking pieces **and** hitboxes
|
|
fn select(
|
|
mut events: EventReader<MouseButtonInput>,
|
|
query: Query<(Entity, &Handle<Mesh>, &GlobalTransform)>,
|
|
meshes: Res<Assets<Mesh>>,
|
|
cameras: Query<(&Camera, &GlobalTransform)>,
|
|
windows: Query<&Window, With<PrimaryWindow>>,
|
|
selectable: Query<(Entity, &BoardIndex, &Side), (With<game::Selectable>, With<Display3d>)>,
|
|
selected: Query<Entity, With<game::Selected>>,
|
|
children: Query<&Children>,
|
|
mut selections: EventWriter<game::Selection>,
|
|
state: Res<State<game::TurnState>>,
|
|
) {
|
|
// For every mouse click event
|
|
events
|
|
.read()
|
|
// Only read button presses
|
|
.filter(|ev| ev.state == ButtonState::Pressed && ev.button == MouseButton::Left)
|
|
.for_each(|_| {
|
|
// For each window (there should be only one)
|
|
windows.iter().for_each(|window| {
|
|
// Get the cursor position
|
|
if let Some(pos) = window.cursor_position() {
|
|
// iterate over every camera
|
|
cameras.iter().for_each(|(camera, gt)| {
|
|
// Get a ray from the camera through the cursor into the world
|
|
if let Some(ray) = camera.viewport_to_world(gt, pos) {
|
|
// Iterate over every entity with a 3d scene
|
|
query
|
|
.iter()
|
|
// Transform the scene handle into mesh data
|
|
.filter_map(|(entity, handle, gt)| {
|
|
meshes.get(handle).map(|mesh| (entity, mesh, gt))
|
|
})
|
|
// Iterate over every mesh + global transform
|
|
.filter_map(|(entity, mesh, gt)| {
|
|
// If the camera -> cursor -> * ray intersects with the mesh
|
|
hit3d::intersects3d(&ray, mesh, gt).map(|hit| (entity, hit))
|
|
})
|
|
.filter_map(|(entity, hit)| {
|
|
// Find this entity in the set of selectable entities
|
|
selectable
|
|
.iter()
|
|
.find_map(|(e, &board_index, &side)| {
|
|
// Check the side of the selection if no piece is selected
|
|
// Otherwise this is fine, select away
|
|
let side_check =
|
|
!selected.is_empty() || state.get().0 == side;
|
|
|
|
let hit_check = {
|
|
// This entity was hit (tile hitboxes)
|
|
let primary = entity == e;
|
|
|
|
// A child was hit (pieces)
|
|
let secondary = children
|
|
.iter_descendants(e)
|
|
.any(|child| child == entity);
|
|
|
|
primary || secondary
|
|
};
|
|
|
|
// Return the board index of this piece
|
|
(side_check && hit_check).then_some(board_index)
|
|
})
|
|
.map(|board_index| {
|
|
// Include the hit from the camera
|
|
(hit, board_index)
|
|
})
|
|
})
|
|
// Compare the distance of all hits, choosing the closest one
|
|
.min_by(|(hit_a, _), (hit_b, _)| {
|
|
hit_a.distance.partial_cmp(&hit_b.distance).unwrap()
|
|
})
|
|
// Iterate over the 0 or 1 outcomes of the above
|
|
.iter()
|
|
// Send an event that this board index was selected
|
|
.for_each(|(_, board_index)| {
|
|
info!("Board index selected: {:?}", board_index);
|
|
selections.send(game::Selection(*board_index));
|
|
});
|
|
}
|
|
});
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
fn selected_gizmo(
|
|
selected: Query<&Transform, (With<game::Selected>, With<Display3d>)>,
|
|
mut gizmos: Gizmos,
|
|
) {
|
|
selected.iter().for_each(|transform| {
|
|
gizmos.cuboid(*transform, Color::GREEN);
|
|
})
|
|
}
|
|
|
|
fn moves_gizmo(
|
|
selected: Query<&BoardIndex, (With<game::Piece>, With<game::Selected>, With<Display3d>)>,
|
|
board: Res<Board>,
|
|
mut gizmos: Gizmos,
|
|
) {
|
|
selected.iter().for_each(|idx| {
|
|
board
|
|
.valid_moves(*idx)
|
|
.iter()
|
|
.map(|i| Transform::from_translation(board_translation(i)))
|
|
.for_each(|t| gizmos.cuboid(t, Color::WHITE))
|
|
});
|
|
}
|
|
|
|
fn set_valid_move_model(
|
|
mut events: Query<
|
|
(&mut Handle<Scene>, &mut Visibility),
|
|
(With<Display3d>, Added<game::ValidMove>),
|
|
>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
if let Some(gltf) = gltfs.get(assets_handle) {
|
|
info!("Setting valid move model");
|
|
|
|
events.iter_mut().for_each(|(mut handle, mut visibility)| {
|
|
*handle = gltf
|
|
.named_scenes
|
|
.get(
|
|
tweak
|
|
.get::<String>("display3d_models_scenes_valid_move")
|
|
.unwrap()
|
|
.as_str(),
|
|
)
|
|
.unwrap()
|
|
.clone();
|
|
|
|
*visibility = Visibility::Hidden;
|
|
})
|
|
}
|
|
}
|
|
|
|
fn pick_up(
|
|
mut events: Query<
|
|
(Entity, &game::Piece, &game::Side),
|
|
(With<game::Piece>, With<Display3d>, Added<game::Selected>),
|
|
>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
children: Query<&Children>,
|
|
mut players: Query<(&Name, &mut AnimationPlayer)>,
|
|
clips: Res<Assets<AnimationClip>>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
events.iter_mut().for_each(|(entity, piece, side)| {
|
|
info!("Picking up piece");
|
|
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
|
|
info!("Pickup animation for {:?}", entity);
|
|
children.iter_descendants(entity).for_each(|child| {
|
|
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_handle = gltf
|
|
.named_animations
|
|
.get(
|
|
tweak
|
|
.get::<String>(pickup_animation.as_str())
|
|
.unwrap()
|
|
.as_str(),
|
|
)
|
|
.expect("Pickup Animation");
|
|
let idle_animation = format!(
|
|
"display3d_models_animations_idle_{:?}_{}",
|
|
piece,
|
|
side.color_str()
|
|
)
|
|
.to_ascii_lowercase();
|
|
let idle_handle = gltf
|
|
.named_animations
|
|
.get(
|
|
tweak
|
|
.get::<String>(idle_animation.as_str())
|
|
.unwrap()
|
|
.as_str(),
|
|
)
|
|
.expect("Idle animation");
|
|
if let Some(pickup_clip) = clips.get(pickup_handle) {
|
|
if let Some(idle_clip) = clips.get(idle_handle) {
|
|
if pickup_clip.compatible_with(name) && idle_clip.compatible_with(name) {
|
|
player
|
|
.start_with_transition(
|
|
pickup_handle.clone(),
|
|
Duration::from_secs_f32(0.75),
|
|
)
|
|
.start_with_transition(
|
|
idle_handle.clone(),
|
|
Duration::from_secs_f32(1.5),
|
|
)
|
|
.set_repeat(RepeatAnimation::Forever);
|
|
}
|
|
};
|
|
}
|
|
}
|
|
})
|
|
});
|
|
}
|
|
|
|
fn put_down(
|
|
mut events: RemovedComponents<game::Selected>,
|
|
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)>,
|
|
clips: Res<Assets<AnimationClip>>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(&tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
events.read().for_each(|entity| {
|
|
if let Ok((piece, side)) = query.get_mut(entity) {
|
|
info!("Putting down piece");
|
|
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
|
|
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()
|
|
)
|
|
.to_ascii_lowercase();
|
|
let putdown_handle = gltf
|
|
.named_animations
|
|
.get(
|
|
tweak
|
|
.get::<String>(putdown_animation.as_str())
|
|
.unwrap()
|
|
.as_str(),
|
|
)
|
|
.expect("PutDown Animation");
|
|
if let Some(putdown_clip) = clips.get(putdown_handle) {
|
|
if putdown_clip.compatible_with(name) {
|
|
info!("Compatible with put-down clip!");
|
|
player
|
|
.start_with_transition(
|
|
putdown_handle.clone(),
|
|
Duration::from_secs_f32(0.75),
|
|
)
|
|
.set_repeat(RepeatAnimation::Never);
|
|
}
|
|
}
|
|
}
|
|
})
|
|
}
|
|
})
|
|
}
|
|
|
|
fn set_tile_hitbox(
|
|
mut events: Query<(&mut Transform, &BoardIndex), (With<Display3d>, Added<game::Tile>)>,
|
|
) {
|
|
events.iter_mut().for_each(|(mut transform, index)| {
|
|
info!("Setting tile hitbox");
|
|
|
|
*transform = Transform::from_translation(board_translation(index));
|
|
});
|
|
}
|
|
|
|
fn opening_animation(mut players: Query<&mut AnimationPlayer, (With<Camera>, With<Display3d>)>) {
|
|
players.iter_mut().for_each(|mut player| {
|
|
info!("Playing intro camera animation");
|
|
player.resume()
|
|
});
|
|
}
|
|
|
|
// When called skips any running animations
|
|
fn skip_animation(
|
|
mut players: Query<&mut AnimationPlayer>,
|
|
clips: Res<Assets<AnimationClip>>,
|
|
time: Res<Time>,
|
|
) {
|
|
players.iter_mut().for_each(|mut p| {
|
|
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()));
|
|
}
|
|
})
|
|
}
|
|
|
|
fn switch_sides(
|
|
mut players: Query<&mut AnimationPlayer, (With<Camera>, With<Display3d>)>,
|
|
gltfs: Res<Assets<Gltf>>,
|
|
state: Res<State<game::TurnState>>,
|
|
tweaks: Res<Assets<Tweaks>>,
|
|
tweaks_file: Res<tweak::GameTweaks>,
|
|
) {
|
|
let tweak = tweaks
|
|
.get(tweaks_file.handle.clone())
|
|
.expect("Load tweakfile");
|
|
let assets_handle = tweak
|
|
.get_handle::<Gltf>("display3d_models_assets_file")
|
|
.unwrap();
|
|
let gltf = gltfs.get(assets_handle).expect("Load GLTF content");
|
|
players.iter_mut().for_each(|mut player| {
|
|
info!("Switching sides");
|
|
|
|
let animation = match state.get() {
|
|
game::TurnState(game::Side::A) => gltf.named_animations.get(
|
|
tweak
|
|
.get::<String>("display3d_models_animations_turn_a")
|
|
.unwrap()
|
|
.as_str(),
|
|
),
|
|
game::TurnState(game::Side::B) => gltf.named_animations.get(
|
|
tweak
|
|
.get::<String>("display3d_models_animations_turn_b")
|
|
.unwrap()
|
|
.as_str(),
|
|
),
|
|
};
|
|
player.start_with_transition(
|
|
animation.expect("Camera Transition Animation").clone(),
|
|
Duration::from_secs_f32(1.00),
|
|
);
|
|
});
|
|
}
|
|
|
|
pub(super) mod tweaks {
|
|
use super::*;
|
|
|
|
#[derive(Debug, Deserialize)]
|
|
pub enum TweakTonemapping {
|
|
None,
|
|
Reinhard,
|
|
ReinhardLuminance,
|
|
AcesFitted,
|
|
AgX,
|
|
SomewhatBoringDisplayTransform,
|
|
TonyMcMapface,
|
|
BlenderFilmic,
|
|
}
|
|
|
|
impl From<TweakTonemapping> for Tonemapping {
|
|
fn from(src: TweakTonemapping) -> Tonemapping {
|
|
match src {
|
|
TweakTonemapping::None => Tonemapping::None,
|
|
TweakTonemapping::Reinhard => Tonemapping::Reinhard,
|
|
TweakTonemapping::ReinhardLuminance => Tonemapping::ReinhardLuminance,
|
|
TweakTonemapping::AcesFitted => Tonemapping::AcesFitted,
|
|
TweakTonemapping::AgX => Tonemapping::AgX,
|
|
TweakTonemapping::SomewhatBoringDisplayTransform => {
|
|
Tonemapping::SomewhatBoringDisplayTransform
|
|
}
|
|
TweakTonemapping::TonyMcMapface => Tonemapping::TonyMcMapface,
|
|
TweakTonemapping::BlenderFilmic => Tonemapping::BlenderFilmic,
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, Deserialize)]
|
|
pub struct TweakBloomSettings {
|
|
intensity: f32,
|
|
}
|
|
|
|
impl From<TweakBloomSettings> for BloomSettings {
|
|
fn from(src: TweakBloomSettings) -> BloomSettings {
|
|
BloomSettings {
|
|
intensity: src.intensity,
|
|
..default()
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, Deserialize)]
|
|
pub enum TweakMsaa {
|
|
Off,
|
|
Sample2,
|
|
Sample4,
|
|
Sample8,
|
|
}
|
|
|
|
impl From<TweakMsaa> for Msaa {
|
|
fn from(src: TweakMsaa) -> Msaa {
|
|
match src {
|
|
TweakMsaa::Off => Msaa::Off,
|
|
TweakMsaa::Sample2 => Msaa::Sample2,
|
|
TweakMsaa::Sample4 => Msaa::Sample4,
|
|
TweakMsaa::Sample8 => Msaa::Sample8,
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Deserialize, Debug)]
|
|
pub enum TweakScreenSpaceAmbientOcclusionQualityLevel {
|
|
Low,
|
|
Medium,
|
|
High,
|
|
Ultra,
|
|
}
|
|
|
|
impl From<TweakScreenSpaceAmbientOcclusionQualityLevel>
|
|
for ScreenSpaceAmbientOcclusionQualityLevel
|
|
{
|
|
fn from(
|
|
src: TweakScreenSpaceAmbientOcclusionQualityLevel,
|
|
) -> ScreenSpaceAmbientOcclusionQualityLevel {
|
|
match src {
|
|
TweakScreenSpaceAmbientOcclusionQualityLevel::Low => {
|
|
ScreenSpaceAmbientOcclusionQualityLevel::Low
|
|
}
|
|
TweakScreenSpaceAmbientOcclusionQualityLevel::Medium => {
|
|
ScreenSpaceAmbientOcclusionQualityLevel::Medium
|
|
}
|
|
TweakScreenSpaceAmbientOcclusionQualityLevel::High => {
|
|
ScreenSpaceAmbientOcclusionQualityLevel::High
|
|
}
|
|
TweakScreenSpaceAmbientOcclusionQualityLevel::Ultra => {
|
|
ScreenSpaceAmbientOcclusionQualityLevel::Ultra
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, Deserialize)]
|
|
pub struct TweakFogSettings {
|
|
pub color: Color,
|
|
pub directional_light_color: Color,
|
|
pub directional_light_exponent: f32,
|
|
pub falloff: TweakFogFalloff,
|
|
}
|
|
|
|
impl From<TweakFogSettings> for FogSettings {
|
|
fn from(src: TweakFogSettings) -> FogSettings {
|
|
FogSettings {
|
|
color: src.color,
|
|
directional_light_color: src.directional_light_color,
|
|
directional_light_exponent: src.directional_light_exponent,
|
|
falloff: src.falloff.into(),
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, Deserialize)]
|
|
pub enum TweakFogFalloff {
|
|
Linear {
|
|
start: f32,
|
|
end: f32,
|
|
},
|
|
Exponential {
|
|
density: f32,
|
|
},
|
|
ExponentialSquared {
|
|
density: f32,
|
|
},
|
|
Atmospheric {
|
|
extinction: Vec3,
|
|
inscattering: Vec3,
|
|
},
|
|
}
|
|
|
|
impl From<TweakFogFalloff> for FogFalloff {
|
|
fn from(src: TweakFogFalloff) -> FogFalloff {
|
|
match src {
|
|
TweakFogFalloff::Linear { start, end } => FogFalloff::Linear { start, end },
|
|
TweakFogFalloff::Exponential { density } => FogFalloff::Exponential { density },
|
|
TweakFogFalloff::ExponentialSquared { density } => {
|
|
FogFalloff::ExponentialSquared { density }
|
|
}
|
|
TweakFogFalloff::Atmospheric {
|
|
extinction,
|
|
inscattering,
|
|
} => FogFalloff::Atmospheric {
|
|
extinction,
|
|
inscattering,
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Debug, Deserialize)]
|
|
pub struct TweakColorGrading {
|
|
pub exposure: f32,
|
|
pub gamma: f32,
|
|
pub pre_saturation: f32,
|
|
pub post_saturation: f32,
|
|
}
|
|
|
|
impl From<TweakColorGrading> for ColorGrading {
|
|
fn from(src: TweakColorGrading) -> ColorGrading {
|
|
ColorGrading {
|
|
exposure: src.exposure,
|
|
gamma: src.gamma,
|
|
pre_saturation: src.pre_saturation,
|
|
post_saturation: src.post_saturation,
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Type expressing the extended material of standardMaterial + dissolveMaterial
|
|
type DissolveMaterial = ExtendedMaterial<StandardMaterial, DissolveExtension>;
|
|
|
|
/// Material extension for dissolving effect
|
|
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone)]
|
|
struct DissolveExtension {
|
|
#[uniform(100)]
|
|
percentage: f32,
|
|
}
|
|
|
|
impl MaterialExtension for DissolveExtension {
|
|
fn fragment_shader() -> ShaderRef {
|
|
"shaders/dissolve.wgsl".into()
|
|
}
|
|
}
|
|
|
|
/// Sets up all pieces to have an associated "dissolve" material ready for capture
|
|
fn setup_dissolve_materials(
|
|
// All entities with materials are candidates for this procedure
|
|
events: Query<
|
|
(Entity, &Handle<StandardMaterial>, Option<&Name>),
|
|
Added<Handle<StandardMaterial>>,
|
|
>,
|
|
// Only process newly created pieces (we do not delete pieces at runtime)
|
|
query: Query<&Dissolvable, Added<Children>>,
|
|
// Children of pieces are the actual meshes that need materials
|
|
parents: Query<&Parent>,
|
|
// Used to create DissolveMaterial
|
|
standard_materials: Res<Assets<StandardMaterial>>,
|
|
// Used to create Handle<DissolveMaterial>
|
|
mut dissolve_materials: ResMut<Assets<DissolveMaterial>>,
|
|
// Used to insert Handle<DissolveMaterial>;
|
|
mut commands: Commands,
|
|
) {
|
|
events
|
|
.iter()
|
|
// Only process if this is a child of a piece
|
|
.filter(|(child, _, _)| query.iter_many(parents.iter_ancestors(*child)).count() > 0)
|
|
// Handle this entity (mesh)
|
|
.for_each(|(child, std_handle, name)| {
|
|
info!("Setting up dissolve material for {:?} {:?}", name, child);
|
|
|
|
// Get dissolvable data for percentage start
|
|
let dissolvable = query
|
|
.iter_many(parents.iter_ancestors(child))
|
|
.next()
|
|
.expect("Dissolving data");
|
|
|
|
// Extension we will add to existing gltf-sourced materials
|
|
let extension = DissolveExtension {
|
|
percentage: dissolvable.start,
|
|
};
|
|
// Base material we will extend for the duration of the dissolve effect
|
|
let mut base: StandardMaterial = standard_materials
|
|
.get(std_handle)
|
|
.expect("Resolve material data")
|
|
.clone();
|
|
|
|
base.alpha_mode = AlphaMode::Mask(0.1);
|
|
base.base_color = Color::NONE.with_a(0.0);
|
|
debug!("Base material {:#?}", base);
|
|
|
|
let dis_handle = dissolve_materials.add(ExtendedMaterial { base, extension });
|
|
|
|
// Add the dissolve handle as a Backup(T)
|
|
commands
|
|
.entity(child)
|
|
.insert(dis_handle.clone())
|
|
.remove::<Handle<StandardMaterial>>();
|
|
});
|
|
}
|
|
|
|
/// When a piece is captured...
|
|
/// 1. Play a cool "captured" animation and a neat sound
|
|
/// 2. Move the piece to the side of the board
|
|
/// 3. Play the same "captured" animation in reverse
|
|
/// The animation is like a 'beam me up scotty' sorta thing.
|
|
fn capture_piece(
|
|
events: Query<(Entity, &Dissolvable), (With<Display3d>, Added<game::Captured>)>,
|
|
mut query: Query<
|
|
(&mut Transform, &Side, &Dissolvable),
|
|
(With<Display3d>, With<game::Captured>),
|
|
>,
|
|
dissolving: Query<Entity, With<Dissolving>>,
|
|
mut state: Local<Option<game::CaptureFlow>>,
|
|
mut commands: Commands,
|
|
score: Res<game::Score>,
|
|
) {
|
|
match *state {
|
|
// State is None, so we need to initiate the animation
|
|
None => {
|
|
*state = events.iter().next().map(|(entity, dissolvable)| {
|
|
// Insert the "Dissolving::Out" tag on the entity we want to fade out
|
|
commands
|
|
.entity(entity)
|
|
.insert(Dissolving::Out(dissolvable.duration));
|
|
|
|
// Set the next state to start fading out
|
|
game::CaptureFlow::FadeOut(entity)
|
|
});
|
|
}
|
|
Some(s) => {
|
|
match s {
|
|
game::CaptureFlow::FadeOut(_entity) => {
|
|
// Wait for fade-out animation
|
|
// If all pieces are done dissolving
|
|
if dissolving.is_empty() {
|
|
info!("Nothing dissolving, moving on to next step!");
|
|
// Move to next state now that animation is done
|
|
*state = s.next();
|
|
// This takes effect after updating all children
|
|
}
|
|
}
|
|
game::CaptureFlow::Store(entity) => {
|
|
let (mut t, side, dissolvable) = query
|
|
.get_mut(entity)
|
|
.expect("Visibility and Transform of captured piece");
|
|
|
|
// HACK: This is dirty. Why side, but score.captures(!side)?
|
|
info!(
|
|
"Capture translation: ({:?}, {:?}) {:?}",
|
|
side,
|
|
score.captures(!*side).saturating_sub(1),
|
|
t.translation
|
|
);
|
|
t.translation =
|
|
capture_translation(side, score.captures(!*side).saturating_sub(1));
|
|
|
|
commands
|
|
.entity(entity)
|
|
.insert(Dissolving::In(dissolvable.duration));
|
|
|
|
*state = s.next();
|
|
}
|
|
game::CaptureFlow::FadeIn(_entity) => {
|
|
// If we have completed the dissolve-in animation
|
|
if dissolving.is_empty() {
|
|
info!("Nothing dissolving, moving on to next step!");
|
|
|
|
// Move to next state now that animation is done
|
|
*state = s.next();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn debug_selected(
|
|
query: Query<(Entity, &BoardIndex, &Piece, &Side), With<game::Selected>>,
|
|
mut debug_info: ResMut<debug::DebugInfo>,
|
|
) {
|
|
query.iter().for_each(|(e, bi, p, s)| {
|
|
debug_info.set(
|
|
"Active".into(),
|
|
format!(
|
|
"\n>>ID: {:?}\n>>Piece: {:?}\n>>Side: {:?}\n>>Index: {:?}",
|
|
e, p, s, bi
|
|
),
|
|
);
|
|
});
|
|
}
|
|
|
|
fn debug_textures(mut events: EventReader<AssetEvent<StandardMaterial>>) {
|
|
events.read().for_each(|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);
|
|
}
|
|
});
|
|
}
|
|
|
|
fn intro_title_dissolve(
|
|
mut query: Query<(Entity, &Dissolvable), With<TitleText>>,
|
|
mut commands: Commands,
|
|
) {
|
|
query.iter_mut().for_each(|(entity, dissolving)| {
|
|
commands
|
|
.entity(entity)
|
|
.insert(Dissolving::In(dissolving.duration));
|
|
});
|
|
}
|
|
|
|
fn outro_title_dissolve(
|
|
mut query: Query<(Entity, &Dissolvable), With<TitleText>>,
|
|
mut commands: Commands,
|
|
) {
|
|
query.iter_mut().for_each(|(entity, dissolving)| {
|
|
commands
|
|
.entity(entity)
|
|
.insert(Dissolving::Out(dissolving.duration));
|
|
});
|
|
}
|
|
|
|
fn continue_title(mut next_state: ResMut<NextState<GameState>>) {
|
|
next_state.set(GameState::Play)
|
|
}
|
|
|
|
/// When a piece is tagged with `Dissolving` play the dissolve animation
|
|
/// This is done by updating the Material and referencing the `Dissolvable` tag
|
|
/// Calculating how far along the animation it should be update the material's percentage
|
|
/// Materials are on the children of the tagged entity
|
|
fn dissolve_animation(
|
|
mut query: Query<(Entity, &Dissolvable, &mut Dissolving)>,
|
|
children: Query<&Children>,
|
|
// Used to create Handle<DissolveMaterial>
|
|
mut dissolve_materials: ResMut<Assets<DissolveMaterial>>,
|
|
object_materials: Query<(Entity, &Handle<DissolveMaterial>)>,
|
|
mut commands: Commands,
|
|
time: Res<Time>,
|
|
) {
|
|
query
|
|
.iter_mut()
|
|
.for_each(|(entity, dissolvable, mut dissolving)| {
|
|
debug!("Entity {:?} has Dissolving {:?}", entity, dissolving);
|
|
|
|
let percentage = match *dissolving {
|
|
Dissolving::In(mut sec) => {
|
|
// Check if seconds is below 0.0
|
|
sec = (sec - time.delta_seconds()).max(0.0);
|
|
|
|
*dissolving = Dissolving::In(sec);
|
|
|
|
// Calculate the target percentage value
|
|
1.0 - (sec / dissolvable.duration)
|
|
}
|
|
Dissolving::Out(mut sec) => {
|
|
// Check if seconds is below 0.0
|
|
sec = (sec - time.delta_seconds()).max(0.0);
|
|
|
|
*dissolving = Dissolving::Out(sec);
|
|
|
|
// Calculate the target percentage value
|
|
sec / dissolvable.duration
|
|
}
|
|
};
|
|
|
|
object_materials
|
|
.iter_many(children.iter_descendants(entity))
|
|
.for_each(|(_child, handle)| {
|
|
let dissolve_material = dissolve_materials
|
|
.get_mut(handle)
|
|
.expect("Get the dissolve material");
|
|
|
|
// Change the material's value to create animation
|
|
dissolve_material.extension.percentage = percentage;
|
|
});
|
|
|
|
// If animation is done, remove dissolving component
|
|
if percentage <= 0.0 || percentage >= 1.0 {
|
|
info!(
|
|
"Removing dissolving from {:?} with percentage {:?}",
|
|
entity, percentage
|
|
);
|
|
commands.entity(entity).remove::<Dissolving>();
|
|
}
|
|
});
|
|
}
|