outfly/src/hud.rs

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Rust
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use crate::{settings, actor};
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use bevy::prelude::*;
use bevy::diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
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const HUD_REFRESH_TIME: f32 = 0.5;
const FONT: &str = "tmp/fonts/NotoSansSC-Thin.ttf";
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pub struct HudPlugin;
impl Plugin for HudPlugin {
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fn build(&self, app: &mut App) {
app.add_systems(Startup, setup);
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app.add_systems(Update, (update, handle_input));
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app.insert_resource(FPSUpdateTimer(
Timer::from_seconds(HUD_REFRESH_TIME, TimerMode::Repeating)));
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}
}
#[derive(Component)]
struct GaugesText;
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#[derive(Resource)]
struct FPSUpdateTimer(Timer);
fn setup(
mut commands: Commands,
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settings: Res<settings::Settings>,
asset_server: Res<AssetServer>,
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) {
let visibility = if settings.hud_active {
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Visibility::Inherited
} else {
Visibility::Hidden
};
let mut bundle_fps = TextBundle::from_sections([
TextSection::new(
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" 帧率 ",
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TextStyle {
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font: asset_server.load(FONT),
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font_size: settings.font_size_hud,
color: Color::GRAY,
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..default()
},
),
TextSection::new(
"",
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TextStyle {
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font: asset_server.load(FONT),
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font_size: settings.font_size_hud,
color: Color::GRAY,
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..default()
}
),
TextSection::new(
"\n 电量 ",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"\n 氧 OXYGEN ",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
TextSection::new(
"\n Adren水平 ",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
},
),
TextSection::new(
"",
TextStyle {
font: asset_server.load(FONT),
font_size: settings.font_size_hud,
color: Color::GRAY,
..default()
}
),
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]);
bundle_fps.visibility = visibility;
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commands.spawn((
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bundle_fps,
GaugesText,
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));
}
fn update(
diagnostics: Res<DiagnosticsStore>,
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time: Res<Time>,
player: Query<(&actor::Suit, &actor::LifeForm), With<actor::Player>>,
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mut timer: ResMut<FPSUpdateTimer>,
mut query: Query<&mut Text, With<GaugesText>>,
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) {
if timer.0.tick(time.delta()).just_finished() {
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let player = player.get_single();
if player.is_ok() {
let (suit, lifeform) = player.unwrap();
for mut text in &mut query {
if let Some(fps) = diagnostics.get(&FrameTimeDiagnosticsPlugin::FPS) {
if let Some(value) = fps.smoothed() {
// Update the value of the second section
text.sections[1].value = format!("{value:.0}");
}
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}
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let power = suit.power;
text.sections[3].value = format!("{power:}Wh");
let oxy_percent = suit.oxygen / suit.oxygen_max * 100.0;
let oxy_total = suit.oxygen * 1e6;
text.sections[5].value = format!("{oxy_percent:.1}% [{oxy_total:.0}mg]");
let adrenaline = lifeform.adrenaline * 990.0 + 10.0;
text.sections[7].value = format!("{adrenaline:.0}pg/mL");
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}
}
}
}
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fn handle_input(
keyboard_input: Res<ButtonInput<KeyCode>>,
settings: Res<settings::Settings>,
mut query: Query<&mut Visibility, With<GaugesText>>,
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) {
if keyboard_input.just_pressed(settings.key_togglehud) {
for mut vis in &mut query {
if *vis == Visibility::Inherited {
*vis = Visibility::Hidden;
} else {
*vis = Visibility::Inherited;
}
}
}
}