160 lines
4.5 KiB
Rust
160 lines
4.5 KiB
Rust
use crate::camera_system::components::PhosCamera;
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use crate::map_rendering::map_init::MapInitPlugin;
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use crate::map_rendering::render_distance_system::RenderDistancePlugin;
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use crate::ui::game::build_ui::BuildUiPlugin;
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use crate::utlis::editor_plugin::EditorPlugin;
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use crate::utlis::tile_selection_plugin::TileSelectionPlugin;
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use crate::{camera_system::camera_plugin::PhosCameraPlugin, utlis::debug_plugin::DebugPlugin};
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use bevy::{
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pbr::{wireframe::WireframeConfig, CascadeShadowConfig},
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prelude::*,
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};
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use bevy_asset_loader::prelude::*;
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use bevy_rapier3d::dynamics::{Ccd, RigidBody, Velocity};
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use bevy_rapier3d::geometry::Collider;
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use bevy_rapier3d::plugin::{NoUserData, RapierPhysicsPlugin};
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use buildings::BuildingPugin;
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use iyes_perf_ui::prelude::*;
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use shared::sets::GameplaySet;
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use shared::states::{GameplayState, MenuState};
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use shared::{despawn::DespawnPuglin, states::AssetLoadState};
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use units::units_plugin::UnitsPlugin;
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use world_generation::states::GeneratorState;
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pub struct PhosGamePlugin;
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impl Plugin for PhosGamePlugin {
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fn build(&self, app: &mut App) {
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app.insert_state(AssetLoadState::Loading);
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app.insert_state(MenuState::Loading);
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app.insert_state(GameplayState::Waiting);
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app.add_loading_state(
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LoadingState::new(AssetLoadState::Loading).continue_to_state(AssetLoadState::FinalizeAssets),
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);
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app.add_plugins((
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PhosCameraPlugin,
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MapInitPlugin,
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RenderDistancePlugin,
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BuildingPugin,
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BuildUiPlugin,
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UnitsPlugin,
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DespawnPuglin,
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TileSelectionPlugin,
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#[cfg(debug_assertions)]
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EditorPlugin,
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#[cfg(debug_assertions)]
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DebugPlugin,
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));
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configure_gameplay_set(app);
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//Systems - Startup
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app.add_systems(Startup, init_game);
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//Systems - Update
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app.add_systems(Update, spawn_sphere);
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//Perf UI
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app.add_plugins(bevy::diagnostic::FrameTimeDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::EntityCountDiagnosticsPlugin)
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.add_plugins(bevy::diagnostic::SystemInformationDiagnosticsPlugin)
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.add_plugins(PerfUiPlugin);
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//Physics
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app.add_plugins(RapierPhysicsPlugin::<NoUserData>::default());
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// app.add_plugins(RapierDebugRenderPlugin::default());
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app.insert_resource(WireframeConfig {
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global: false,
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default_color: Srgba::hex("FF0064").unwrap().into(),
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});
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}
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}
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fn configure_gameplay_set(app: &mut App) {
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app.configure_sets(
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Update,
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GameplaySet.run_if(in_state(GeneratorState::Idle).and_then(in_state(MenuState::InGame))),
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);
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app.configure_sets(
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PreUpdate,
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GameplaySet.run_if(in_state(GeneratorState::Idle).and_then(in_state(MenuState::InGame))),
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);
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app.configure_sets(
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PostUpdate,
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GameplaySet.run_if(in_state(GeneratorState::Idle).and_then(in_state(MenuState::InGame))),
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);
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app.configure_sets(
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FixedUpdate,
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GameplaySet.run_if(in_state(GeneratorState::Idle).and_then(in_state(MenuState::InGame))),
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);
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app.configure_sets(
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FixedPreUpdate,
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GameplaySet.run_if(in_state(GeneratorState::Idle).and_then(in_state(MenuState::InGame))),
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);
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app.configure_sets(
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FixedPostUpdate,
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GameplaySet.run_if(in_state(GeneratorState::Idle).and_then(in_state(MenuState::InGame))),
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);
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}
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fn init_game(mut commands: Commands, mut materials: ResMut<Assets<StandardMaterial>>) {
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commands.spawn((
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PerfUiRoot::default(),
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PerfUiEntryFPS::default(),
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PerfUiEntryFPSWorst::default(),
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PerfUiEntryFrameTime::default(),
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PerfUiEntryFrameTimeWorst::default(),
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));
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commands.spawn(DirectionalLightBundle {
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directional_light: DirectionalLight {
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shadows_enabled: true,
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..default()
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},
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cascade_shadow_config: CascadeShadowConfig {
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bounds: vec![200., 400., 600., 800.],
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..default()
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},
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transform: Transform::from_xyz(500., 260.0, 500.).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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let sphere_mat = StandardMaterial {
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base_color: Color::srgb(1., 1., 0.),
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..default()
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};
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let handle = materials.add(sphere_mat);
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commands.insert_resource(SphereMat(handle));
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}
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#[derive(Resource)]
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struct SphereMat(Handle<StandardMaterial>);
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fn spawn_sphere(
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mut commands: Commands,
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cam: Query<&Transform, With<PhosCamera>>,
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keyboard_input: Res<ButtonInput<KeyCode>>,
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mut meshes: ResMut<Assets<Mesh>>,
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mat: Res<SphereMat>,
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) {
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if keyboard_input.just_pressed(KeyCode::KeyF) {
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let cam_transform = cam.single();
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commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(Sphere::new(0.3)),
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material: mat.0.clone(),
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transform: Transform::from_translation(cam_transform.translation),
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..default()
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},
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Collider::ball(0.3),
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RigidBody::Dynamic,
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Ccd::enabled(),
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Velocity::linear(cam_transform.forward() * 50.),
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));
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}
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}
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