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c0c88d5dbd
| Author | SHA1 | Date | |
|---|---|---|---|
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c0c88d5dbd | ||
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a83caf9153 | ||
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d1782afe51 |
+1
-1
@@ -8,7 +8,7 @@ authors = [""]
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[features]
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default = ["development", "debug_features"]
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development = ["bevy/dynamic_linking", "bevy/file_watcher"]
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development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher"]
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debug_features = ["bevy/free_camera"]
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[dependencies]
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@@ -2,7 +2,7 @@ use bevy::prelude::*;
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use crate::{
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camera::MatchCamera, fighter::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
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FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
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FighterSolvedHurtboxes, FighterStaleMoveQueue,
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}, baked_animation::FighterBoneMatrices, state::FighterState,
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@@ -47,6 +47,7 @@ struct FighterCheckpoint {
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bone_matrices: FighterBoneMatrices,
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surface: FighterSurfaceState,
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pending_respawn: FighterPendingRespawn,
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invulnerability_state: FighterInvulnerabilityState,
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}
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pub(super) fn save_or_restore(world: &mut World) {
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@@ -149,6 +150,7 @@ pub(super) fn save_or_restore(world: &mut World) {
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entity.insert(saved.bone_matrices.clone());
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entity.insert(saved.surface.clone());
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entity.insert(saved.pending_respawn.clone());
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entity.insert(saved.invulnerability_state.clone());
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}
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world.insert_resource(checkpoint.pending_hits.clone());
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world.insert_resource(checkpoint.stage_collision);
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@@ -185,6 +187,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
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bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
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surface: fighter.get::<FighterSurfaceState>()?.clone(),
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pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
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invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
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})
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}
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@@ -44,6 +44,9 @@ pub struct FighterAttributes {
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pub air_dodge_duration: u32,
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pub air_dodge_velocity: FGi32,
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pub air_dodge_decay: FGi32,
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pub air_dodge_intangible_duration: u32,
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pub air_dodge_intangible_start: u32,
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}
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impl FighterAttributes {
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+18
-3
@@ -41,8 +41,8 @@ use crate::{
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AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
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FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
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FighterStaleMoveQueue,
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}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
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}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
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}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
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}, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
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};
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use state::state_interrupt_system;
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@@ -85,6 +85,14 @@ pub struct FighterHitstop {
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pub remaining_frames: u32,
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}
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#[derive(Component, Default, Copy, Clone, Hash, PartialEq, Eq)]
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pub enum FighterInvulnerabilityState {
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#[default]
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Vulnerable,
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Invulnerable,
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Intangible
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}
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impl FighterFacingDirection {
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fn reverse(&self) -> Self {
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match self {
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@@ -140,7 +148,9 @@ pub struct FighterPendingRespawn(bool);
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FighterPendingRespawn,
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FighterHitstop,
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FighterKnockbackVelocity,
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FighterTranslation
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FighterTranslation,
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FighterInvulnerabilityState,
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FighterInvulnerabilityVisualState,
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)]
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pub struct Fighter {
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pub manifest: Handle<FighterManifest>,
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@@ -229,6 +239,8 @@ impl Plugin for FighterPlugin {
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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::<FighterInvulnerabilityState>()
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.checksum_component_with_hash::<FighterInvulnerabilityState>()
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.rollback_component_with_copy::<FighterKnockbackVelocity>()
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.checksum_component_with_hash::<FighterKnockbackVelocity>()
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.rollback_resource_with_reflect::<StageCollision>()
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@@ -256,6 +268,9 @@ impl Plugin for FighterPlugin {
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.run_if(crate::debug_tools::attack_hitboxes_enabled)
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.run_if(in_state(AppState::InMatch)),
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)
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.add_systems(FixedPostUpdate,
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visual::update_status_colors.run_if(resource_exists::<GameSettings>)
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)
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.add_systems(
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FixedPostUpdate,
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debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
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@@ -168,6 +168,8 @@ mod tests {
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air_dodge_duration: 0,
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air_dodge_velocity: FGi32::ZERO,
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air_dodge_decay: FGi32::ZERO,
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air_dodge_intangible_duration: 29,
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air_dodge_intangible_start: 4,
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}
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}
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@@ -1,16 +1,13 @@
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use crate::{
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fighter::{
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animation::AnimKind,
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state::{
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FighterInvulnerabilityState, animation::AnimKind, state::{
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
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UpdateContext,
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air::{self, AirborneStateCommon},
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fall::FallState,
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land::LandingType,
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},
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},
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input,
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math::vec::FGVec2,
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}, input, math::vec::FGVec2,
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};
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#[derive(Debug, Clone, Hash)]
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@@ -32,6 +29,12 @@ impl FighterStateImpl for AirDodgeState {
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
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if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
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*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
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} else if state_context.animation_frame >= airdodge_intangible_end {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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}
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state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
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air::apply_air_motion(
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@@ -62,6 +65,14 @@ impl FighterStateImpl for AirDodgeState {
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fn surface_policy(&self) -> super::SurfacePolicy {
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super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
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}
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fn on_exit(&mut self, state_context: &mut super::ExitContext) {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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}
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fn name(&self) -> String {
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Self::NAME.to_owned()
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}
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}
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pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
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@@ -18,10 +18,7 @@ use crate::fighter::state::hitstun::HitstunState;
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use crate::fighter::surface::EcbLockPolicy;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingRespawn,
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FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
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FighterVelocity, FighterDamage,
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Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
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};
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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@@ -173,6 +170,7 @@ impl EnterContext<'_> {
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pub struct ExitContext<'a> {
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pub hitboxes: &'a mut FighterHitboxes,
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pub surface: &'a mut FighterSurfaceState,
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pub vulnerability: &'a mut FighterInvulnerabilityState,
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}
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pub struct UpdateContext<'a> {
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@@ -183,6 +181,7 @@ pub struct UpdateContext<'a> {
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pub velocity: &'a mut FighterVelocity,
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pub surface: &'a mut FighterSurfaceState,
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pub knockback_velocity: &'a mut FighterKnockbackVelocity,
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pub vulnerability: &'a mut FighterInvulnerabilityState,
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pub game_settings: &'a GameSettings,
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pub animation_frame: u32,
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pub fighter_attributes: &'a FighterAttributes,
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@@ -264,6 +263,7 @@ pub struct FighterFrameQuery {
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pub prev_ecb: &'static FighterPreviousECB,
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pub facing_direction: &'static mut FighterFacingDirection,
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pub animation_frame: &'static mut FighterAnimationFrame,
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pub vulnerability: &'static mut FighterInvulnerabilityState,
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pub fighter: &'static Fighter,
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}
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@@ -329,6 +329,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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ExitContext {
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hitboxes: &mut self.hitboxes,
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surface: &mut self.surface,
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vulnerability: &mut self.vulnerability,
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}
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}
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@@ -349,6 +350,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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knockback_velocity: &mut self.knockback_velocity,
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game_settings,
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animation_frame: self.animation_frame.frame,
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vulnerability: &mut self.vulnerability,
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fighter_attributes: attributes,
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attack_scripts,
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attack_script_assets,
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+64
-1
@@ -1,4 +1,8 @@
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use crate::fighter::baked_animation::BakedFighterAnimations;
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use crate::{
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fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
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game_settings::GameSettings,
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materials::fighter_material::{FighterMaterial, FighterMesh},
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};
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use bevy::prelude::*;
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#[derive(Component, Clone)]
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@@ -6,3 +10,62 @@ pub struct FighterAnimations {
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/// The single animation source for gameplay and the visual skeleton.
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pub baked: Handle<BakedFighterAnimations>,
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}
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#[derive(Component, Clone, Default)]
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pub struct FighterInvulnerabilityVisualState {
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pub last_known_state: FighterInvulnerabilityState,
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pub frames_in_state: u32,
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}
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pub fn update_status_colors(
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mut fighters: Query<(
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&FighterInvulnerabilityState,
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&mut FighterInvulnerabilityVisualState,
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)>,
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meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
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mut materials: ResMut<Assets<FighterMaterial>>,
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game_settings: Res<GameSettings>,
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) {
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for (invuln_state, mut invuln_state_visual) in &mut fighters {
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if *invuln_state != invuln_state_visual.last_known_state {
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invuln_state_visual.last_known_state = *invuln_state;
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invuln_state_visual.frames_in_state = 0;
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}
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}
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for (mesh, mat) in meshes {
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let (_, invuln_state_visual) = fighters
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.get(mesh.fighter)
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.expect("Material should have relevant fighter available");
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let status_color = match invuln_state_visual.last_known_state {
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FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
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FighterInvulnerabilityState::Invulnerable => {
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game_settings.fighter_common.intangible_color
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}
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FighterInvulnerabilityState::Intangible => {
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game_settings.fighter_common.intangible_color
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}
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};
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let intensity = match invuln_state_visual.last_known_state {
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FighterInvulnerabilityState::Vulnerable => 0.0,
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FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
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let cycle_frames = invuln_state_visual.frames_in_state
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% game_settings.fighter_common.intangible_pulse_duration;
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1.0 - cycle_frames as f32
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/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
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}
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};
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let mut material = materials
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.get_mut(mat.id())
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.expect("Material should exist here...");
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material
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.extension
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.update_status_color(status_color.into(), intensity);
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}
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for (_, mut invuln_state_visual) in fighters {
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invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
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}
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}
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@@ -42,6 +42,9 @@ pub struct FighterSettingsCommon {
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pub leave_ground_ecb_frame_lock_duration: u32,
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pub platform_pass_platform_ignore_duration_frames: u32,
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pub platform_pass_initial_downwards_velocity: FGi32,
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pub intangible_color: Color,
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pub intangible_pulse_duration: u32,
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}
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#[derive(Reflect, Serialize, Deserialize, Clone)]
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#[reflect(opaque)]
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+7
-2
@@ -35,8 +35,9 @@ use ron_asset_manager::RonAssetPlugin;
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use crate::{
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camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
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match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin,
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stage::manifest::StageManifest, ui::InGameUIPlugin,
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match_runtime::MatchRuntimePlugin, materials::ShinesparkMaterialPlugin,
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menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
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ui::InGameUIPlugin,
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};
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mod args;
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@@ -49,6 +50,7 @@ pub mod game_settings;
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pub mod input;
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pub mod match_loading;
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pub mod match_runtime;
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pub mod materials;
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mod math;
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pub mod menus;
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pub mod netcode;
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@@ -109,6 +111,7 @@ impl Plugin for GamePlugin {
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// game-level content and configuration.
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app.init_state::<AppState>()
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.add_plugins((
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(
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SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
|
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// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
|
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netcode::FighterNetcodePlugin::default(),
|
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@@ -125,6 +128,8 @@ impl Plugin for GamePlugin {
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MatchCameraPlugin,
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GameAssetPlugin,
|
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InGameUIPlugin,
|
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),
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ShinesparkMaterialPlugin,
|
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))
|
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.add_plugins(menus::MenuPlugin)
|
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.add_loading_state(
|
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|
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+3
-10
@@ -8,9 +8,7 @@ use bevy_ggrs::prelude::Session;
|
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use serde::{Deserialize, Serialize};
|
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|
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use crate::{
|
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AppState,
|
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args::Args,
|
||||
fighter::{
|
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AppState, args::Args, fighter::{
|
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FighterId, FighterRoster,
|
||||
animation::AnimKind,
|
||||
attack::{AttackKind, FighterAttackScriptAssets},
|
||||
@@ -18,15 +16,10 @@ use crate::{
|
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manifest::{FighterManifest, FighterManifestRegistry},
|
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spawn_fighter,
|
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visual::FighterAnimations,
|
||||
},
|
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input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments},
|
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match_runtime::MatchState,
|
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netcode::{
|
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}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
|
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GGRSCfg,
|
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session::{ConnectionStatus, SessionConfig, create_session},
|
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},
|
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scripting::FighterAttackScript,
|
||||
stage::{
|
||||
}, scripting::FighterAttackScript, stage::{
|
||||
self,
|
||||
manifest::{StageId, StageManifest, StageManifestRegistry},
|
||||
},
|
||||
|
||||
@@ -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};
|
||||
|
||||
pub type FighterMaterial = ExtendedMaterial<StandardMaterial, FighterMaterialExtension>;
|
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|
||||
#[derive(Component)]
|
||||
pub struct FighterMesh {
|
||||
pub fighter: Entity
|
||||
}
|
||||
|
||||
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
|
||||
pub struct FighterMaterialExtension {
|
||||
#[uniform(100)]
|
||||
status_color: LinearRgba,
|
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#[uniform(100)]
|
||||
status_color_intensity: f32,
|
||||
}
|
||||
|
||||
const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
|
||||
|
||||
impl FighterMaterialExtension {
|
||||
pub fn new(status_color: Color) -> Self {
|
||||
Self {
|
||||
status_color: status_color.into(),
|
||||
status_color_intensity: 0.0,
|
||||
..default()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_status_color(&mut self, status_color: LinearRgba, intensity: f32) {
|
||||
self.status_color = status_color;
|
||||
self.status_color_intensity = intensity;
|
||||
}
|
||||
}
|
||||
|
||||
impl MaterialExtension for FighterMaterialExtension {
|
||||
fn fragment_shader() -> ShaderRef {
|
||||
SHADER_ASSET_PATH.into()
|
||||
}
|
||||
|
||||
fn deferred_fragment_shader() -> ShaderRef {
|
||||
SHADER_ASSET_PATH.into()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn bind_fighter_material(
|
||||
scene_ready: On<WorldInstanceReady>,
|
||||
mut commands: Commands,
|
||||
children: Query<&Children>,
|
||||
//color_override: Query<&ColorOverride>,
|
||||
mesh_materials: Query<(Entity, &MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
|
||||
mut asset_materials: ResMut<Assets<FighterMaterial>>,
|
||||
original_materials: Res<Assets<StandardMaterial>>,
|
||||
) {
|
||||
for descendant in children.iter_descendants(scene_ready.entity) {
|
||||
let Ok((entity, id, material_name)) = mesh_materials.get(descendant) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
dbg!(material_name);
|
||||
|
||||
if !material_name.starts_with("Fighter_") {
|
||||
continue;
|
||||
}
|
||||
|
||||
let Some(original_material) = original_materials.get(id.id()) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
commands.entity(entity).insert((MeshMaterial3d(asset_materials.add(ExtendedMaterial {
|
||||
base: StandardMaterial {
|
||||
// can be used in forward or deferred mode
|
||||
..original_material.clone()
|
||||
},
|
||||
extension: FighterMaterialExtension::new(bevy::color::palettes::css::BLUE.into())
|
||||
})), FighterMesh { fighter: scene_ready.entity }));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
use bevy::{
|
||||
asset::embedded_asset, prelude::*,
|
||||
};
|
||||
|
||||
|
||||
|
||||
pub mod fighter_material;
|
||||
|
||||
pub struct ShinesparkMaterialPlugin;
|
||||
|
||||
pub fn startup_test(asset_server: Res<AssetServer>) {
|
||||
let test: Handle<Shader> = asset_server.load("embedded://shinespark/shaders/fighter.wgsl");
|
||||
dbg!(test);
|
||||
}
|
||||
|
||||
impl Plugin for ShinesparkMaterialPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
let omit_prefix = "";
|
||||
embedded_asset!(app, omit_prefix, "shaders/fighter.wgsl");
|
||||
app.add_systems(Startup, startup_test)
|
||||
.add_observer(fighter_material::bind_fighter_material)
|
||||
.add_plugins(MaterialPlugin::<fighter_material::FighterMaterial>::default());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
#import bevy_pbr::{
|
||||
pbr_fragment::pbr_input_from_standard_material,
|
||||
pbr_functions::alpha_discard,
|
||||
}
|
||||
|
||||
#ifdef PREPASS_PIPELINE
|
||||
#import bevy_pbr::{
|
||||
prepass_io::{VertexOutput, FragmentOutput},
|
||||
pbr_deferred_functions::deferred_output,
|
||||
}
|
||||
#else
|
||||
#import bevy_pbr::{
|
||||
forward_io::{VertexOutput, FragmentOutput},
|
||||
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
|
||||
}
|
||||
#endif
|
||||
|
||||
struct FighterExtendedMaterial {
|
||||
status_color: vec4<f32>,
|
||||
status_color_intensity: f32,
|
||||
#ifdef SIXTEEN_BYTE_ALIGNMENT
|
||||
// Web examples WebGL2 support: structs must be 16 byte aligned.
|
||||
_webgl2_padding_8b: u32,
|
||||
_webgl2_padding_12b: u32,
|
||||
_webgl2_padding_16b: u32,
|
||||
#endif
|
||||
}
|
||||
|
||||
@group(#{MATERIAL_BIND_GROUP}) @binding(100)
|
||||
var<uniform> fighter_material: FighterExtendedMaterial;
|
||||
|
||||
@fragment
|
||||
fn fragment(
|
||||
in: VertexOutput,
|
||||
@builtin(front_facing) is_front: bool,
|
||||
) -> FragmentOutput {
|
||||
// generate a PbrInput struct from the StandardMaterial bindings
|
||||
var pbr_input = pbr_input_from_standard_material(in, is_front);
|
||||
|
||||
// we can optionally modify the input before lighting and alpha_discard is applied
|
||||
//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
|
||||
|
||||
// alpha discard
|
||||
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
|
||||
|
||||
#ifdef PREPASS_PIPELINE
|
||||
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
|
||||
let out = deferred_output(in, pbr_input);
|
||||
#else
|
||||
var out: FragmentOutput;
|
||||
// apply lighting
|
||||
out.color = apply_pbr_lighting(pbr_input);
|
||||
|
||||
// we can optionally modify the lit color before post-processing is applied
|
||||
var quantize_steps: i32 = 2;
|
||||
out.color = vec4<f32>(vec4<u32>(out.color * f32(quantize_steps))) / f32(quantize_steps);
|
||||
|
||||
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
|
||||
// note this does not include fullscreen postprocessing effects like bloom.
|
||||
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
|
||||
|
||||
out.color = mix(out.color, fighter_material.status_color, fighter_material.status_color_intensity * 0.5);
|
||||
|
||||
#endif
|
||||
|
||||
return out;
|
||||
}
|
||||
Reference in New Issue
Block a user