Make action type configurable.
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parent
3084d02f66
commit
6871f4cb96
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@ -1,4 +1,4 @@
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use std::{collections::HashMap, error::Error, fmt::Debug, hash::Hash};
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use std::{collections::HashMap, error::Error, fmt::Debug, hash::Hash, marker::PhantomData};
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_input_actionmap::InputMap;
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use bevy_input_actionmap::InputMap;
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@ -68,17 +68,10 @@ pub struct Collision {
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pub index: usize,
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pub index: usize,
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}
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}
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pub const ACTION_FORWARD: &str = "forward";
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fn movement_controls<S, A: 'static>(
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pub const ACTION_BACKWARD: &str = "backward";
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pub const ACTION_LEFT: &str = "left";
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pub const ACTION_RIGHT: &str = "right";
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pub const ACTION_ROTATE_LEFT: &str = "ROTATE_LEFT";
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pub const ACTION_ROTATE_RIGHT: &str = "ROTATE_RIGHT";
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pub const ACTION_SPRINT: &str = "SPRINT";
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fn movement_controls(
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mut commands: Commands,
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mut commands: Commands,
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input: Res<InputMap<String>>,
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config: Res<NavigationConfig<S, A>>,
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input: Res<InputMap<A>>,
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time: Res<Time>,
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time: Res<Time>,
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mut query: Query<(
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mut query: Query<(
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Entity,
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Entity,
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@ -91,7 +84,10 @@ fn movement_controls(
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Option<&Destination>,
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Option<&Destination>,
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)>,
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)>,
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exploration_focused: Query<(Entity, &ExplorationFocused)>,
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exploration_focused: Query<(Entity, &ExplorationFocused)>,
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) {
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) where
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S: bevy::ecs::component::Component + Clone + Debug + Eq + Hash,
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A: Hash + Eq + Clone + Send + Sync,
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{
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for (
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for (
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entity,
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entity,
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_,
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_,
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@ -103,47 +99,72 @@ fn movement_controls(
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destination,
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destination,
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) in query.iter_mut()
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) in query.iter_mut()
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{
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{
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let sprinting = input.active(ACTION_SPRINT);
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let sprinting = if let Some(action) = config.action_sprint.clone() {
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input.active(action)
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} else {
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false
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};
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if sprinting {
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if sprinting {
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commands.entity(entity).insert(Sprinting::default());
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commands.entity(entity).insert(Sprinting::default());
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} else {
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} else {
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commands.entity(entity).remove::<Sprinting>();
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commands.entity(entity).remove::<Sprinting>();
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}
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}
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let mut direction = Vec3::default();
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let mut direction = Vec3::default();
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if input.active(ACTION_FORWARD) {
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if let Some(action) = config.action_forward.clone() {
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direction.x += 1.;
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if input.active(action) {
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direction.x += 1.;
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}
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}
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}
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if input.active(ACTION_BACKWARD) {
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if let Some(action) = config.action_backward.clone() {
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direction.x -= 1.;
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if input.active(action) {
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direction.x -= 1.;
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}
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}
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}
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if input.active(ACTION_LEFT) {
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if let Some(action) = config.action_left.clone() {
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direction.y += 1.;
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if input.active(action) {
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direction.y += 1.;
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}
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}
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}
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if input.active(ACTION_RIGHT) {
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if let Some(action) = config.action_right.clone() {
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direction.y -= 1.;
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if input.active(action) {
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direction.y -= 1.;
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}
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}
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}
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if let Some(rotation_speed) = rotation_speed {
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if let (Some(rotation_speed), Some(rotate_left), Some(rotate_right)) = (
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rotation_speed,
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config.action_rotate_left.clone(),
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config.action_rotate_right.clone(),
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) {
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let delta = rotation_speed.radians() * time.delta_seconds();
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let delta = rotation_speed.radians() * time.delta_seconds();
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if input.active(ACTION_ROTATE_LEFT) {
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if input.active(rotate_left) {
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transform.rotate(Quat::from_rotation_z(delta));
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transform.rotate(Quat::from_rotation_z(delta));
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}
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}
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if input.active(ACTION_ROTATE_RIGHT) {
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if input.active(rotate_right) {
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transform.rotate(Quat::from_rotation_z(-delta));
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transform.rotate(Quat::from_rotation_z(-delta));
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}
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}
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}
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}
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if direction.length_squared() != 0. {
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if direction.length_squared() != 0. {
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direction = direction.normalize();
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direction = direction.normalize();
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let forward_x = input.strength(ACTION_FORWARD).abs();
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let strength = if let (Some(forward), Some(backward), Some(left), Some(right)) = (
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let backward_x = input.strength(ACTION_BACKWARD).abs();
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config.action_forward.clone(),
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let x = if forward_x > backward_x {
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config.action_backward.clone(),
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forward_x
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config.action_left.clone(),
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config.action_right.clone(),
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) {
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let forward_x = input.strength(forward).abs();
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let backward_x = input.strength(backward).abs();
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let x = if forward_x > backward_x {
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forward_x
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} else {
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backward_x
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};
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let right_y = input.strength(right).abs();
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let left_y = input.strength(left).abs();
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let y = if right_y > left_y { right_y } else { left_y };
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Some(Vec3::new(x, y, 0.))
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} else {
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} else {
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backward_x
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None
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};
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};
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let right_y = input.strength(ACTION_RIGHT).abs();
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let left_y = input.strength(ACTION_LEFT).abs();
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let y = if right_y > left_y { right_y } else { left_y };
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let strength = Vec3::new(x, y, 0.);
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let s = if sprinting {
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let s = if sprinting {
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**max_speed
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**max_speed
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} else {
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} else {
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@ -151,7 +172,9 @@ fn movement_controls(
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};
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};
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speed.0 = s;
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speed.0 = s;
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direction *= s;
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direction *= s;
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direction *= strength;
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if let Some(strength) = strength {
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direction *= strength;
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}
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commands.entity(entity).remove::<Destination>();
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commands.entity(entity).remove::<Destination>();
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commands.entity(entity).remove::<Exploring>();
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commands.entity(entity).remove::<Exploring>();
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for (entity, _) in exploration_focused.iter() {
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for (entity, _) in exploration_focused.iter() {
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@ -407,40 +430,55 @@ fn speak_direction(
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pub const MOVEMENT_LABEL: &str = "MOVEMENT";
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pub const MOVEMENT_LABEL: &str = "MOVEMENT";
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug)]
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pub struct NavigationConfig<S> {
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pub struct NavigationConfig<S, A> {
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pub action_backward: Option<A>,
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pub action_forward: Option<A>,
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pub action_left: Option<A>,
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pub action_right: Option<A>,
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pub action_rotate_left: Option<A>,
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pub action_rotate_right: Option<A>,
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pub action_sprint: Option<A>,
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pub movement_states: Vec<S>,
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pub movement_states: Vec<S>,
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pub movement_control_states: Vec<S>,
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pub movement_control_states: Vec<S>,
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}
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}
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impl<S> Default for NavigationConfig<S> {
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impl<S, A> Default for NavigationConfig<S, A> {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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action_backward: None,
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action_forward: None,
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action_left: None,
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action_right: None,
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action_rotate_left: None,
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action_rotate_right: None,
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action_sprint: None,
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movement_states: vec![],
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movement_states: vec![],
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movement_control_states: vec![],
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movement_control_states: vec![],
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}
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}
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}
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}
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}
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}
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pub struct NavigationPlugin<'a, S>(std::marker::PhantomData<&'a S>);
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pub struct NavigationPlugin<'a, S, A>(PhantomData<&'a S>, std::marker::PhantomData<&'a A>);
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impl<'a, S> Default for NavigationPlugin<'a, S> {
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impl<'a, S, A> Default for NavigationPlugin<'a, S, A> {
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fn default() -> Self {
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fn default() -> Self {
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Self(std::marker::PhantomData)
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Self(PhantomData, PhantomData)
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}
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}
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}
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}
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impl<'a, S> Plugin for NavigationPlugin<'a, S>
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impl<'a, S, A> Plugin for NavigationPlugin<'a, S, A>
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where
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where
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S: bevy::ecs::component::Component + Clone + Debug + Eq + Hash,
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S: bevy::ecs::component::Component + Clone + Debug + Eq + Hash,
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A: Hash + Eq + Clone + Send + Sync,
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'a: 'static,
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'a: 'static,
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{
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{
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fn build(&self, app: &mut AppBuilder) {
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fn build(&self, app: &mut AppBuilder) {
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if !app.world().contains_resource::<NavigationConfig<S>>() {
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if !app.world().contains_resource::<NavigationConfig<S, A>>() {
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app.insert_resource(NavigationConfig::<S>::default());
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app.insert_resource(NavigationConfig::<S, A>::default());
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}
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}
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let config = app
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let config = app
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.world()
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.world()
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.get_resource::<NavigationConfig<S>>()
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.get_resource::<NavigationConfig<S, A>>()
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.unwrap()
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.unwrap()
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.clone();
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.clone();
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app.register_type::<MaxSpeed>()
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app.register_type::<MaxSpeed>()
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@ -508,13 +546,13 @@ where
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}
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}
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}
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}
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if config.movement_control_states.is_empty() {
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if config.movement_control_states.is_empty() {
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app.add_system(movement_controls.system().before(MOVEMENT_LABEL));
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app.add_system(movement_controls::<S, A>.system().before(MOVEMENT_LABEL));
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} else {
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} else {
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let states = config.movement_control_states;
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let states = config.movement_control_states;
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for state in states {
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for state in states {
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app.add_system_set(
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app.add_system_set(
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SystemSet::on_update(state)
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SystemSet::on_update(state)
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.with_system(movement_controls.system().before(MOVEMENT_LABEL)),
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.with_system(movement_controls::<S, A>.system().before(MOVEMENT_LABEL)),
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);
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);
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}
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}
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}
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}
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