Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
Reviewed-on: #75 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #75.
This commit is contained in:
@@ -0,0 +1,77 @@
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use bevy::{gltf::GltfMaterialName, pbr::{ExtendedMaterial, MaterialExtension}, prelude::*, render::render_resource::AsBindGroup, shader::ShaderRef, world_serialization::WorldInstanceReady};
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pub type FighterMaterial = ExtendedMaterial<StandardMaterial, FighterMaterialExtension>;
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#[derive(Component)]
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pub struct FighterMesh {
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pub fighter: Entity
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}
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#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
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pub struct FighterMaterialExtension {
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#[uniform(100)]
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status_color: LinearRgba,
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#[uniform(100)]
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status_color_intensity: f32,
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}
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const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
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impl FighterMaterialExtension {
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pub fn new(status_color: Color) -> Self {
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Self {
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status_color: status_color.into(),
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status_color_intensity: 0.0,
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..default()
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}
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}
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pub fn update_status_color(&mut self, status_color: LinearRgba, intensity: f32) {
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self.status_color = status_color;
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self.status_color_intensity = intensity;
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}
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}
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impl MaterialExtension for FighterMaterialExtension {
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fn fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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fn deferred_fragment_shader() -> ShaderRef {
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SHADER_ASSET_PATH.into()
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}
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}
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pub fn bind_fighter_material(
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scene_ready: On<WorldInstanceReady>,
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mut commands: Commands,
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children: Query<&Children>,
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//color_override: Query<&ColorOverride>,
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mesh_materials: Query<(Entity, &MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
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mut asset_materials: ResMut<Assets<FighterMaterial>>,
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original_materials: Res<Assets<StandardMaterial>>,
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) {
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for descendant in children.iter_descendants(scene_ready.entity) {
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let Ok((entity, id, material_name)) = mesh_materials.get(descendant) else {
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continue;
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};
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dbg!(material_name);
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if !material_name.starts_with("Fighter_") {
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continue;
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}
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let Some(original_material) = original_materials.get(id.id()) else {
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continue;
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};
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commands.entity(entity).insert((MeshMaterial3d(asset_materials.add(ExtendedMaterial {
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base: StandardMaterial {
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// can be used in forward or deferred mode
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..original_material.clone()
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},
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extension: FighterMaterialExtension::new(bevy::color::palettes::css::BLUE.into())
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})), FighterMesh { fighter: scene_ready.entity }));
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}
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}
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