Files
among-me/src/interaction/objects.rs
2025-04-06 21:01:38 +02:00

96 lines
3.2 KiB
Rust

use bevy::prelude::*;
use bevy_rapier3d::prelude::ColliderDisabled;
use crate::{
level_instantiation::Door, player::{toolbar::Item, Player, PlayerAction}, util::single_mut
};
use super::{Interact, ui::InteractionOpportunity};
pub fn plugin(_app: &mut App) {}
pub fn handle_pick_up(
mut commands: Commands,
// current action
mut player_query: Query<(&PlayerAction, &Transform, &mut Item), With<Player>>,
mut vis_query: Query<&mut Visibility>,
children: Query<&mut Children>,
mut item_transform: Query<&mut Transform, (With<Interact>, Without<Player>)>,
// current interactable
mut interaction_opportunity: ResMut<InteractionOpportunity>,
) {
let (action, transform, mut item) = single_mut!(player_query);
if *action == PlayerAction::PickUp {
// take out the interaction, because we are picking it up
let Some(target) = interaction_opportunity.0.take() else {
return;
};
let replaced = item.set_item(target);
if let Ok(mut vis) = vis_query.get_mut(target) {
*vis = Visibility::Hidden;
}
if let Ok(colliders) = children.get(target) {
for &collider in colliders {
commands.entity(collider).insert(ColliderDisabled);
}
}
if let Some(dropped) = replaced {
if let Ok(mut vis) = vis_query.get_mut(dropped) {
*vis = Visibility::Visible;
}
if let Ok(colliders) = children.get(dropped) {
for &collider in colliders {
commands.entity(collider).remove::<ColliderDisabled>();
}
}
// for simplicities sake, set the transform of the item that is dropped to that of the player
let mut item_transform = item_transform.get_mut(dropped).unwrap();
*item_transform = *transform;
}
}
}
pub fn handle_drop(
mut commands: Commands,
// current action
mut player_query: Query<(&PlayerAction, &Transform, &mut Item), With<Player>>,
mut vis_query: Query<&mut Visibility>,
mut item_transform: Query<&mut Transform, (With<Interact>, Without<Player>)>,
children: Query<&mut Children>,
) {
let (action, transform, mut item) = single_mut!(player_query);
if *action == PlayerAction::Drop {
let Some(item) = item.take() else {
return;
};
if let Ok(mut vis) = vis_query.get_mut(item) {
*vis = Visibility::Visible;
}
if let Ok(colliders) = children.get(item) {
for &collider in colliders {
commands.entity(collider).remove::<ColliderDisabled>();
}
}
// for simplicities sake, set the transform of the item that is dropped to that of the player
let mut item_transform = item_transform.get_mut(item).unwrap();
*item_transform = *transform;
}
}
pub fn handle_door_interaction(
player_query: Query<&PlayerAction, With<Player>>, mut doors: Query<&mut Door>
) {
let Ok(action) = player_query.get_single() else {
return;
};
if *action != PlayerAction::OpenDoor {
return;
}
for mut door in doors.iter_mut() {
door.is_open = !door.is_open;
}
}