fix collision sounds

This commit is contained in:
yuni 2024-05-07 18:52:38 +02:00
parent f9fcb885fa
commit 79673e5ec5
2 changed files with 31 additions and 1 deletions

View file

@ -130,6 +130,7 @@ impl Default for ExperiencesGForce { fn default() -> Self { Self {
}}} }}}
#[derive(Component)] pub struct Player; // Attached to the suit of the player #[derive(Component)] pub struct Player; // Attached to the suit of the player
#[derive(Component)] pub struct PlayerCollider; // Attached to the collider of the suit of the player
#[derive(Component)] pub struct PlayerDrivesThis; // Attached to the entered vehicle #[derive(Component)] pub struct PlayerDrivesThis; // Attached to the entered vehicle
#[derive(Component)] pub struct PlayerCamera; // Attached to the actor to use as point of view #[derive(Component)] pub struct PlayerCamera; // Attached to the actor to use as point of view
#[derive(Component)] pub struct JustNowEnteredVehicle; #[derive(Component)] pub struct JustNowEnteredVehicle;
@ -390,7 +391,7 @@ pub fn handle_vehicle_enter_exit(
fn handle_collisions( fn handle_collisions(
mut collision_event_reader: EventReader<CollisionStarted>, mut collision_event_reader: EventReader<CollisionStarted>,
mut ew_sfx: EventWriter<audio::PlaySfxEvent>, mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
q_player: Query<(Entity, Option<&Player>), With<PlayerCamera>>, q_player: Query<(Entity, Option<&Player>), With<PlayerCollider>>,
mut q_player_lifeform: Query<(&mut LifeForm, &mut Suit), With<Player>>, mut q_player_lifeform: Query<(&mut LifeForm, &mut Suit), With<Player>>,
) { ) {
if let (Ok((player, player_maybe)), Ok((mut lifeform, mut suit))) = (q_player.get_single(), q_player_lifeform.get_single_mut()) { if let (Ok((player, player_maybe)), Ok((mut lifeform, mut suit))) = (q_player.get_single(), q_player_lifeform.get_single_mut()) {

View file

@ -26,6 +26,7 @@ impl Plugin for CommandsPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(Startup, load_defs); app.add_systems(Startup, load_defs);
app.add_systems(Update, spawn_entities); app.add_systems(Update, spawn_entities);
app.add_systems(Update, process_mesh);
app.add_systems(PreUpdate, hide_colliders app.add_systems(PreUpdate, hide_colliders
.run_if(any_with_component::<NeedsSceneColliderRemoved>)); .run_if(any_with_component::<NeedsSceneColliderRemoved>));
app.add_event::<SpawnEvent>(); app.add_event::<SpawnEvent>();
@ -842,3 +843,31 @@ pub fn hide_colliders(mut q_mesh: Query<(&mut Visibility, &Name), (Added<Visibil
} }
} }
} }
pub fn process_mesh(
mut commands: Commands,
mut q_mesh: Query<(Entity, &Name, &Parent), Added<Handle<Mesh>>>,
q_parents: Query<(Option<&Parent>, Option<&actor::Player>)>,
) {
// Add "PlayerCollider" component to the player's collider mesh entity
for (child_entity, child_name, child_parent) in &mut q_mesh {
if child_name.as_str() == "Collider" {
// get the root parent
let mut get_parent = q_parents.get(child_parent.get());
while let Ok((parent_maybe, _)) = get_parent {
if let Some(parent) = parent_maybe {
get_parent = q_parents.get(parent.get());
} else {
break;
}
}
// If the root parent is the player, add PlayerCollider to the collider mesh
if let Ok((_, player)) = get_parent {
if player.is_some() {
commands.entity(child_entity).insert(actor::PlayerCollider);
}
}
}
}
}