Add the ability to respawn and improve controller port mapping (#72)
Reviewed-on: #72 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #72.
This commit is contained in:
+10
-1
@@ -20,6 +20,7 @@ pub mod motion;
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pub mod state;
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pub mod surface;
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pub mod visual;
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pub mod blast_zones;
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// The fighter components are re-exported so the rest of the crate can say
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// `fighter::FighterVelocity` without caring which file it lives in. Named
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@@ -128,11 +129,15 @@ impl FighterFacingDirection {
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#[require(Transform)]
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pub struct FighterVisual;
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#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
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pub struct FighterPendingRespawn(bool);
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#[derive(Component)]
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#[require(
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FighterStaleMoveQueue,
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FighterDamage,
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FighterPendingHitReaction,
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FighterPendingRespawn,
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FighterHitstop,
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FighterKnockbackVelocity,
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FighterTranslation
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@@ -177,7 +182,7 @@ impl Plugin for FighterPlugin {
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.add_systems(
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GgrsSchedule,
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(
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(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
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(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
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baked_animation::update_fighter_bone_matrices,
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)
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.chain()
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@@ -220,6 +225,8 @@ impl Plugin for FighterPlugin {
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.checksum_component_with_hash::<FighterDamage>()
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.rollback_component_with_clone::<FighterPendingHitReaction>()
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.checksum_component_with_hash::<FighterPendingHitReaction>()
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.rollback_component_with_copy::<FighterPendingRespawn>()
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.checksum_component_with_hash::<FighterPendingRespawn>()
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.rollback_component_with_copy::<FighterHitstop>()
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.checksum_component_with_hash::<FighterHitstop>()
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.rollback_component_with_copy::<FighterKnockbackVelocity>()
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@@ -281,6 +288,7 @@ pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
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pub fn spawn_fighter(
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commands: &mut Commands,
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player_handle: usize,
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controller_port: usize,
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spawn_position: FGVec2,
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manifest: Handle<FighterManifest>,
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model_scale: FGi32,
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@@ -294,6 +302,7 @@ pub fn spawn_fighter(
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Name(format!("Fighter {player_handle}").into()),
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Player {
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handle: player_handle,
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controller_port,
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},
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Fighter { manifest: manifest },
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FighterFacingDirection::Right,
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