Files
shinespark/src/fighter/mod.rs
T

87 lines
3.5 KiB
Rust

//! Everything fighter-shaped: the components that describe a fighter, the
//! state machine that drives it, and the plugin that schedules it all.
use bevy::prelude::*;
use bevy_egui::EguiPrimaryContextPass;
use bevy_ggrs::prelude::*;
pub mod attributes;
pub mod collision;
pub mod debug;
pub mod ecb;
pub mod motion;
pub mod state;
// The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named
// explicitly rather than globbed, so moving a type between submodules can't
// silently change what this module exports.
pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use motion::{FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded};
use crate::schedule::GameplaySet;
use state::state_interrupt_system;
/// Owns fighter simulation, the rollback registrations for fighter
/// components, and the fighter debug overlays.
#[derive(Default)]
pub struct FighterPlugin;
impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
(
state_interrupt_system::<state::wait::WaitState>,
state_interrupt_system::<state::walk::WalkState>,
state_interrupt_system::<state::dash::DashState>,
state_interrupt_system::<state::run::RunState>,
)
.chain()
.in_set(GameplaySet::Interrupt),
)
.add_systems(
GgrsSchedule,
(
state::wait::wait_update,
state::walk::walk_update,
state::dash::dash_update,
state::run::run_update,
)
.chain()
.in_set(GameplaySet::StateUpdate),
)
.add_systems(
GgrsSchedule,
(motion::integrate_gravity, motion::apply_motion)
.chain()
.in_set(GameplaySet::Physics),
)
.add_systems(
GgrsSchedule,
collision::collide_fighter_with_scene.in_set(GameplaySet::Collision),
)
.add_observer(state::dash::on_insert_dash)
// Rollback registration lives next to the systems that write these
// components; a component simulated here but missing from this list
// is a desync waiting to happen.
.rollback_component_with_copy::<FighterECB>()
.rollback_component_with_copy::<FighterVelocity>()
.rollback_component_with_copy::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterAttributes>()
.rollback_component_with_copy::<Grounded>()
.rollback_component_with_copy::<state::wait::WaitState>()
.rollback_component_with_copy::<state::walk::WalkState>()
.rollback_component_with_copy::<state::dash::DashState>()
.rollback_component_with_copy::<state::run::RunState>()
.checksum_component::<state::dash::DashState>(state::dash::hash_dash_state)
// Debug views.
.add_systems(FixedPostUpdate, debug::debug_draw_ecb)
.add_systems(EguiPrimaryContextPass, debug::fighter_debug);
}
}