trying to fix player "teleportation" on vehicle exiting...
This commit is contained in:
parent
962f73f522
commit
ce8f4666c5
31
src/actor.rs
31
src/actor.rs
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@ -285,6 +285,7 @@ pub fn handle_input(
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is_entering: false,
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is_player: true,
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});
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commands.entity(player_entity).insert(RigidBody::Dynamic);
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break;
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}
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}
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@ -295,43 +296,43 @@ pub fn handle_input(
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pub fn handle_vehicle_enter_exit(
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mut commands: Commands,
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mut er_vehicle: EventReader<VehicleEnterExitEvent>,
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mut q_drivers: Query<(Entity, &mut Visibility, &mut Transform), (Without<ActorVehicleBeingEntered>, With<ActorEnteringVehicle>)>,
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mut q_vehicles: Query<(Entity, &mut Visibility, &mut Transform), (With<ActorVehicleBeingEntered>, Without<ActorEnteringVehicle>)>,
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mut q_drivers: Query<(Entity, &mut Visibility, &mut Transform, &mut LinearVelocity, &mut AngularVelocity), (Without<ActorVehicleBeingEntered>, With<ActorEnteringVehicle>)>,
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mut q_vehicles: Query<(Entity, &mut Visibility, &mut Transform, &LinearVelocity, &AngularVelocity), (With<ActorVehicleBeingEntered>, Without<ActorEnteringVehicle>)>,
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mut ew_sfx: EventWriter<audio::PlaySfxEvent>,
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) {
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for event in er_vehicle.read() {
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for (driver, mut driver_vis, mut driver_trans) in q_drivers.iter_mut() {
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for (driver, mut driver_vis, mut driver_trans, mut driver_linv, mut driver_angv) in q_drivers.iter_mut() {
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if driver == event.driver {
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for (vehicle, mut vehicle_vis, vehicle_trans) in q_vehicles.iter_mut() {
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for (vehicle, mut vehicle_vis, vehicle_trans, vehicle_linv, vehicle_angv) in q_vehicles.iter_mut() {
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if vehicle == event.vehicle {
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if event.is_entering {
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// Entering Vehicle
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*driver_vis = Visibility::Hidden;
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commands.entity(driver).remove::<RigidBody>();
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if event.is_player {
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ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::EnterVehicle));
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//*vehicle_vis = Visibility::Hidden;
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commands.entity(driver).remove::<PlayerCamera>();
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commands.entity(vehicle).insert(PlayerCamera);
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commands.entity(vehicle).insert(PlayerDrivesThis);
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commands.entity(driver).remove::<RigidBody>();
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}
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}
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else {
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// Exiting Vehicle
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*driver_linv = vehicle_linv.clone();
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*driver_angv = vehicle_angv.clone();
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driver_trans.translation = vehicle_trans.translation;
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driver_trans.rotation = vehicle_trans.rotation;
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// NOTE: I would rather have the following line here,
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// but then, for some reason, changing driver translation
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// does not work. For now, you must manually insert the RigidBody
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// component from the place that adds this event.
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//commands.entity(driver).insert(RigidBody::Dynamic);
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if event.is_player {
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ew_sfx.send(audio::PlaySfxEvent(audio::Sfx::Switch));
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*vehicle_vis = Visibility::Inherited;
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// TODO: set actor momentum to vehicle momentum (linear/angular)
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commands.entity(driver).insert(RigidBody::Dynamic);
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commands.entity(vehicle).remove::<PlayerCamera>();
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commands.entity(driver).insert(PlayerCamera);
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commands.entity(vehicle).remove::<PlayerDrivesThis>();
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*vehicle_vis = Visibility::Inherited;
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}
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else {
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*driver_trans = vehicle_trans.clone();
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}
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driver_trans.translation = vehicle_trans.translation.clone();
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}
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}
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}
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@ -4,8 +4,7 @@ use bevy::window::PrimaryWindow;
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use bevy::core_pipeline::bloom::{BloomCompositeMode, BloomSettings};
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use bevy::core_pipeline::tonemapping::Tonemapping;
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use bevy_xpbd_3d::prelude::*;
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use bevy_xpbd_3d::PhysicsSchedule;
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use bevy_xpbd_3d::PhysicsStepSet;
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use bevy_xpbd_3d::{PhysicsSchedule, PhysicsStepSet};
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use std::f32::consts::*;
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use crate::{settings, audio, actor};
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@ -92,8 +91,10 @@ pub fn handle_input(
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}
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fn manage_player_actor(
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mut commands: Commands,
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settings: Res<settings::Settings>,
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mut q_playercam: Query<&mut Visibility, With<actor::PlayerCamera>>,
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mut q_hiddenplayer: Query<&mut Visibility, (With<actor::Player>, Without<actor::PlayerCamera>)>,
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) {
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for mut vis in &mut q_playercam {
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if settings.third_person {
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@ -103,6 +104,9 @@ fn manage_player_actor(
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*vis = Visibility::Hidden;
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}
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}
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for mut vis in &mut q_hiddenplayer {
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*vis = Visibility::Hidden;
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}
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}
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#[allow(clippy::too_many_arguments)]
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@ -112,7 +112,7 @@ actor 10 -30 20 MeteorAceGT
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vehicle yes
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thrust 70 13.7 9.4 0.5 20
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engine ion
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collider sphere 2
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collider sphere 1.5
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camdistance 50
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mass 500
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